Game machine

JP2024029549A5Pending Publication Date: 2025-08-20SANSEI R&D KK
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Patent Information

Application Number
JP2022131875
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-08-22
Publication Date
2025-08-20

AI Technical Summary

Technical Problem

Conventional pachinko gaming machines lack variety and engagement, as the time countdown to zero is always reached, leading to repetitive and uninteresting gameplay experiences.

Method used

The gaming machine incorporates a display section with a ball passage and specific operable devices that allow for trajectory display effects and predetermined display effects, enhancing gameplay interest through dynamic visual and operational interactions.

Benefits of technology

This design improves player engagement by introducing varied and engaging gameplay elements, enhancing the overall entertainment value of the pachinko gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve the amusement of a game.SOLUTION: A Pachinko game machine PY1 is provided with, in way to overlap the front of a display part 50a capable of displaying images, a ball passage part 63 through which a game ball can move and an operable second big winning device 15D (specific device). The Pachinko game machine PY1 can execute a track display performance (display of an arrow image G70) representing a track of a game ball moving in the ball passage part 63 by using the display part 50a. In addition, when the second large winning device 15D is operated, a predetermined display performance (a character pop-out performance for displaying a main character image G77) is executed in a display area including a display area (a vicinity display area 50x) in the vicinity of the specific device in the display part 50a.SELECTED DRAWING: Figure 43
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]

[0002] Conventionally, as an example of a gaming machine, a pachinko gaming machine capable of executing a time presentation in which time is counted down from an initial value to zero, as described in the following Patent Document 1, for example, has been known. In this gaming machine, when the displayed value of the time presentation reaches zero, the game progresses to an SP reach or a cut-in presentation is performed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-072627 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the gaming machine described in the above Patent Document 1, the time countdown is always set to zero after it starts. This type of presentation is now commonly seen, and there is room for improvement in order to provide players with more interest. [Means for solving the problem]

[0005] The gaming machine of the present invention is A display unit capable of displaying an image is provided, A ball passage section through which a game ball can move and a specific operable device are provided so as to overlap the front of the display section as seen by a player, Executing a trajectory display effect showing a trajectory of a game ball moving through the ball passage portion using the display unit; This gaming machine is characterized in that, when the specific device is operated, it is possible to perform a predetermined display presentation in a specific display area on the display unit, including a display area near the specific device. Effect of the Invention

[0006] According to the gaming machine of the present invention, it is possible to increase the interest in the game through the presentation. [Brief description of the drawings]

[0007] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Diagram 5] 1A is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and FIG. 1B is a front view of the performance unit when the above-board movable device and the below-board movable device are in operation. [Figure 6] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] 2 is an oblique view showing the back side of the gaming machine. [Figure 9] FIG. 2 is a front view showing a 7-segment display. [Figure 10] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 11] (A) is an example of a winning determination table, (B) is an example of a normal game fluctuation pattern determination table, and (C) is an example of an auxiliary game control table. [Figure 12] (A) is an example of a big win determination table, (B) is an example of a big win symbol type determination table, and (C) is an example of a reach determination table. [Figure 13]This is an example of a special chart 1 fluctuation pattern determination table. [Figure 14] This is an example of a special chart 2 fluctuation pattern determination table. [Figure 15] 13 is an example of a look-ahead determination table. [Figure 16] 13 is an example of a jackpot game control table. [Figure 17] FIG. [Figure 18] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 19] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 20] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 21] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 22] An explanatory diagram showing a specific example of a hold effect. [Figure 23] An explanatory diagram showing a specific example of a movable object performance. [Figure 24] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Diagram 25] 4 is a flowchart of a main control process. [Figure 26] 13 is a flowchart of a main-side timer interrupt process. [Figure 27] 13 is a flowchart of a sub-control main process. [Figure 28] 13 is a flowchart of a 1 ms timer interrupt process. [Figure 29] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 30] FIG. 2 is a diagram showing the relationship between an image display device and a game area which are characteristic of the pachinko game machine PY1. [Diagram 31] 13 is a jackpot determination table relating to a characteristic feature of the pachinko gaming machine PY1. [Diagram 32] This is a jackpot game control table relating to a characteristic part of the pachinko game machine PY1. [Diagram 33]This is a special chart 1 fluctuation pattern determination table for the non-time-saving state related to the characteristic parts of the pachinko game machine PY1. [Diagram 34] This is a timing chart showing the presentation configuration of the normal SP route change presentation and the direct SP route change presentation, as well as the presentation configuration of the CU timer presentation (count-up timer presentation). [Diagram 35] This is a figure showing a specific example of an SP reach (first half) in the variable presentation of a direct SP route. [Diagram 36] This is a diagram showing a specific example of an SP reach (later stage) that is common to the variable presentation of the direct SP route and the normal SP route. [Figure 37] FIG. 37 is a diagram showing a specific example of the SP reach (later stage), which is a continuation of FIG. 36. [Figure 38] This is an execution lottery table for the CU timer effect (count-up timer effect). [Figure 39] A figure showing a specific example of a CU timer effect. [Diagram 40] FIG. 41 shows a specific example of the CU timer presentation following FIG. 39, and shows a case where the CU timer presentation ends before the timer value reaches 99. [Diagram 41] A figure showing the case where the timer value reaches 99 in a CU timer performance. [Diagram 42] A figure showing an example of a right-hit notification presentation related to a characteristic part of the pachinko game machine PY1. [Diagram 43] A figure showing an example of a right-hit notification display following Figure 42. [Diagram 44] This is a timing chart showing the timing of execution of a character pop-out effect (V winning effect) in response to a V winning. [Diagram 45] 13A to 13C are diagrams showing specific examples of character pop-out effects. [Figure 46] FIG. 46 is a diagram showing a specific example of a character pop-out effect following FIG. 45. [Figure 47] A diagram showing the flow of presentation during a jackpot game. [Figure 48]This is a timing chart for explaining the execution timing of the announcement effect, the start waiting effect, the challenge effect, and the music effect during a jackpot game. [Figure 49] 13 is a drive timing determination table for the logo movable body in the challenge performance of a successful mode. [Figure 50] A figure showing specific examples of announcement effects, start waiting effects, and challenge effects in a successful mode. [Figure 51] 1 is a front view of a pachinko game machine when the logo movable body is in the performance position. [Figure 52] This figure shows specific examples of challenge effects, end ED effects, and revival ED effects in failed modes. [Diagram 53] A figure showing specific examples of music effects, end ED effects, and revival ED effects. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Hereinafter, an embodiment of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no contradiction occurs in the process contents.

[0009] 1. Structure of the gaming machine A pachinko game machine PY1 of the first embodiment will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 5. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. Furthermore, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.

[0010] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game arcade, a player in front of the pachinko game machine PY1 can view the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be a transparent glass plate, a transparent synthetic resin plate, or the like. The transparent plate 23t may be any plate that allows the playing area 6 to be viewed from the front of the pachinko gaming machine PY1.

[0011] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.

[0012] A first input device (hereinafter, "normal button") 40 that can be pressed downward is provided on the front side of the upper tray 34 on the upper surface of the lower decorative body 36. A second input device (hereinafter, "special button") 41 that can be pressed downward is provided on the right decorative body 32 that is formed by protruding forward from the right edge of the surface of the front frame 23m. The normal button 40 is configured to be vibrated. That is, the normal button 40 has a built-in vibration mechanism for vibrating the normal button 40, and when a vibration motor included in this vibration mechanism is driven, the normal button 40 vibrates so that the player can see it. Note that a known configuration can be appropriately adopted for the vibration mechanism for vibrating the normal button 40. The normal button 40 is an example of an operation unit and an example of a vibrating body.

[0013] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed by protruding forward from the upper part of the surface of the front frame 23m. The speaker 52 is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front of the lower decorative body 36. Furthermore, a movable frame movable device 58 is attached to the upper side of the left and right edges of the front frame 23m as a performance device for the purpose of increasing the interest in the game. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.

[0014] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.

[0015] Next, the game board unit YU will be described mainly with reference to Figs. 2 to 5. The game board unit YU has a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.

[0016] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and the other area by the inner wall portion 1B and the outer wall portion 1C.

[0017] The game area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. A large number of game nails (not shown) are protruding from the game area 6. The game nails form a path that appropriately guides game balls that enter the game area 6 and flow down the game area 6 to the first start port 11, the second start port 12, the general winning port 10, the gate 13, the first large winning port 14, and the second large winning port 15, which will be described later. The start ports such as the first start port 11 and the second start port 12 are called ball entry ports, the large winning ports such as the first large winning port 14 and the second large winning port 15 are called special winning ports or specific winning ports, and the gates can be called passage ports or passage areas.

[0018] A center frame (center decoration) 61 that decorates the periphery of the opening 1A is provided near the center of the game area 6. The center frame 61 is provided with a stage that can guide the game ball to the first starting hole 11 described later, and a warp that can guide the game ball to the stage.

[0019] In addition, the game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which makes it possible or impossible for the ball to enter the second start hole 12.

[0020] The first start winning device 11D is immovable. Therefore, the ease with which the game ball can enter the first start hole 11 is constant (unchanging). The entry of the game ball into the first start hole 11 triggers the drawing of a first special symbol (hereinafter referred to as "special symbol 1") (obtaining and determining a random number related to special symbol 1, described below: hereinafter also referred to as "special symbol 1 drawing") and the variable display of special symbol 1. In addition, when the game ball enters the first start hole 11, a predetermined number of game balls (four in this embodiment) are paid out as prize balls.

[0021] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is usually (in a normal state) in a closed position where the game ball cannot enter the second starting hole 12. Then, when the special state is reached, it moves to an open position where the game ball can enter the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also called the "open state" of the second starting hole 12 or the electric chute 12D, and the game ball can enter the second starting hole 12 only when it is in the open state. On the other hand, the electric chute opening / closing member 12k in the closed position is also called the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, the second starting hole 12 or the electric chute 12D being in the "open state" is also called "the electric chute 12D opens," and the electric chute 12D being in the "closed state" is also called "the electric chute 12D closes."

[0022] The entry of a game ball into the second starting hole 12 triggers the drawing of a second special symbol (hereinafter referred to as "special symbol 2") (obtaining and determining a random number related to special symbol 2, described below; hereinafter also referred to as "special symbol 2 drawing") and the variable display of special symbol 2. When a game ball enters the second starting hole 12, a predetermined number of game balls (four in this embodiment) are paid out as prize balls. The game area 6 is provided with a guide stage 12g that guides the game ball to the second starting hole 12.

[0023] In addition, the game area 6 is provided with a general winning opening (normal winning opening) 10 into which game balls can enter. When a game ball enters the general winning opening 10, a predetermined number of game balls (three in this embodiment) are paid out as prize balls.

[0024] In addition, the game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a normal symbol (hereinafter referred to as a "normal symbol") (i.e., obtaining and determining a normal symbol random number: hereinafter referred to as a "normal symbol drawing") and the variable display of the normal symbol. The electric chute 12D is opened by the execution of the auxiliary game. In other words, the auxiliary game is a game accompanied by the opening of the electric chute 12D.

[0025] In addition, the game area 6 is provided with a first large prize winning device 14D (hereinafter, also referred to as "normal AT 14D") in which a first large prize winning opening 14 into which a game ball can enter is formed. The first large prize winning device 14D is provided with a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first large prize winning opening 14 is opened and closed by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, and it is impossible for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for a game ball to enter the first large prize winning opening 14. In this way, a game ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in an open state. When a gaming ball enters the first large winning port 14, a predetermined number of gaming balls (15 in this embodiment) are paid out as prize balls.

[0026] In addition, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") in which a second large prize winning opening 15 into which a game ball can enter is formed. The second large prize winning device 15D is provided with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. Only when the VAT opening / closing member 15k is in an open state, a game ball can enter the second large prize winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also referred to as a "closed state." In this way, the second large prize winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize winning opening 15, a predetermined number of game balls (15 in this embodiment) are paid out as prize balls.

[0027] Here, the second large prize winning device 15D will be described in detail with reference to Fig. 3. Inside the second large prize winning device 15D, a gate-shaped second large prize winning port sensor 15a is provided which detects a game ball that has entered the second large prize winning port 15 and allows the game ball to pass downward.

[0028] A specific area 16 and a non-specific area 17 through which game balls can pass (enter) are provided downstream of the second large prize opening sensor 15a. Game balls that pass through the second large prize opening sensor 15a are sorted by a sorting device 16D into the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.

[0029] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above) in which the distribution member 16k prevents the game ball from passing through to the specific area 16. When the distribution member 16k is in the first state, after a game ball enters the second large prize opening 15 passes through the second large prize opening sensor 15a, it is unable to pass through the specific area 16, and passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.

[0030] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, the distribution member 16k does not cover the specific area 16 directly above, and the area directly above the specific area 16 is open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.

[0031] Basically, the distribution member 16k is held in the first state. In other words, the first state is the normal state of the distribution member 16k. Then, only in a predetermined round of play (for example, 16R), the distribution solenoid 16s is energized and the distribution member 16k can be changed to the second state. The operating mode of the distribution member 16k can be changed as appropriate.

[0032] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a, which detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.

[0033] It is possible to provide only one of the first large prize winning device 14D and the second large prize winning device 15D, as long as it does not interfere with the game. It is also possible to provide two large prize winning devices, such as the first large prize winning device 14D, that do not have a specific area or a distribution device, depending on the gameplay. Although the first large prize winning device 14D and the second large prize winning device 15D are provided, it is possible to use only the first large prize winning device 14D or only the second large prize winning device 15D depending on the gameplay. It is to be noted that, when the configuration is such that only the first large prize winning device 14D is used, the processing related to the second large prize winning device 15D is not performed, and when the configuration is such that only the second large prize winning device 15D is used, the processing related to the first large prize winning device 14D is not performed.

[0034] 2, two outlets 19 are provided at the approximate bottom of the game area 6 for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. Also, the game board 1 is provided with an emitting board lamp 54.

[0035] Incidentally, the game area 6 through which the game balls can flow can be divided into a left game area 6A (first game area) on the left side of the center in the left-right direction, and a right game area 6B (second game area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left game area 6A is called "left hit". On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right game area 6B is called "right hit". In the pachinko game machine PY1, the flow path through which the game ball can flow when the game ball is launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when the game ball is launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a large number of game nails, etc.

[0036] A first start port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, a player can aim to win the first start port 11 or the general winning port 10 by shooting a game ball so that it flows down the first flow path R1 with a left hit. On the other hand, a second start port 12, a general winning port 10, a gate 13, a first large winning port 14, and a second large winning port 15 are provided on the second flow path R2. Therefore, a player can aim to pass through the gate 13 or win the second start port 12, the general winning port 10, the first large winning port 14, or the second large winning port 15 by shooting a game ball so that it flows down the second flow path R2 with a right hit.

[0037] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.

[0038] In addition, the display devices 8 are arranged on the lower left side of the play area 6 formed on the front of the game board 1 (part other than the play area 6). As shown in FIG. 4, the display devices 8 include a special chart 1 display device 81a that variably displays special chart 1, a special chart 2 display device 81b that variably displays special chart 2, and a general chart display device 82 that variably displays general chart. In addition, the display devices 8 include a special chart 1 reserved number (U1: the number of reserved variable displays of special chart 1 by the special chart 1 display device 81a) to be described later, and a special chart 2 reserved number (U2: the number of reserved variable displays of special chart 2 by the special chart 2 display device 81b) to be described later.

[0039] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed triggered by the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed triggered by the entry of a game ball into the second starting hole 12. In the following explanation, the special chart 1 and the special chart 2 are collectively referred to as the special chart or special pattern, and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as the special chart lottery. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.

[0040] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then displayed still. The special chart that is displayed still (the stopped special chart, the special pattern that is derived and displayed as the display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot openings (first jackpot opening 14 and second jackpot opening 15) are opened. The game state in which the jackpot game is being played is called a jackpot game state. The jackpot game state is an example of a special game state that is advantageous to the player.

[0041] The special chart display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special chart according to the result of the special chart lottery according to the lighting state of the LEDs. For example, if the result of the special chart lottery is a big win (one of the multiple types of big wins described later), the special chart display 81 displays a big win pattern consisting of the lighting of the first, second, fifth, and sixth LEDs from the left, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special chart lottery is a loss, the special chart display 81 displays a loss pattern consisting of only the lighting of the rightmost LED, such as "■■■■■■■□". Note that the lighting state of the LEDs corresponding to the result of the special chart lottery is not limited and can be set appropriately. Therefore, for example, all LEDs may be turned off as a loss pattern.

[0042] In addition, in the variable display of the special chart, the special chart is displayed for a predetermined variable time before the special chart is displayed in a stopped state. The mode of the variable display of the special chart is, for example, a mode in which each LED lights up so that light flows repeatedly from left to right. Note that the mode of the variable display of the special chart is not particularly limited, and if each LED is not displayed in a stopped state (lighting display in a specific mode), it may be appropriately set so that all LEDs flash at the same time.

[0043] In the pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, various random numbers (one example of judgment information) for performing a special drawing lottery or the like may be obtained. These various random numbers are temporarily stored as special drawing reservations in the special drawing reservation memory unit 105 described later. In the following, the various random numbers obtained by the game ball entering the first start hole 11 are referred to as "special drawing 1 related random numbers", and the various random numbers obtained by the game ball entering the second start hole 12 are referred to as "special drawing 2 related random numbers". Here, the special drawing 1 related random numbers are stored as special drawing 1 reservations in the special drawing 1 reservation memory unit 105a in the special drawing reservation memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reservations in the special drawing 2 reservation memory unit 105b in the special drawing reservation memory unit 105. The number of reserved special drawings 1 (reserved number of special drawings 1) that can be stored in the reserved special drawing 1 storage unit 105a and the number of reserved special drawings 2 (reserved number of special drawings 2) that can be stored in the reserved special drawing 2 storage unit 105b are set to an upper limit (four in this embodiment). The upper limit of the number of reserved special drawings 1 and the number of reserved special drawings 2 can be changed as appropriate, and the upper limit may be set to "none." In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings," and the number of reserved special drawings 1 and the number of reserved special drawings 2 are collectively referred to as "number of reserved special drawings." In addition, the random numbers related to the special drawings 1 and the random numbers related to the special drawings 2 are collectively referred to as "random numbers related to the special drawings."

[0044] In the pachinko game machine PY1, if the variable display of the special chart is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, if a prize is won during the execution of the variable display of the special chart or during the execution of a jackpot game, the variable display of the special chart (or the right to draw a special chart) for that prize can be reserved. The reserved special chart stored in the reserved special chart storage unit 105 is consumed when the variable display of the special chart based on that reserved special chart becomes possible. In other words, the consumption of the reserved special chart means determining the special chart-related random number, etc. corresponding to that reserved special chart and executing the variable display of the special chart to show the result of the determination.

[0045] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by turning on the LEDs corresponding to the number of reserved special drawings.

[0046] Furthermore, the variable display of the regular map notifies the result of the regular map lottery. In the variable display of the regular map, the regular map is displayed variably and then stopped. The regular map that is stopped and displayed (stop regular map, regular map derived and displayed as a display result of the variable display) is one regular map selected from multiple types of regular maps by the regular map lottery. If the regular map that is stopped and displayed is a specific regular map that has been determined in advance (a regular map with a predetermined stopping pattern, i.e. a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.

[0047] The regular map display 82 is composed of, for example, two LEDs, and displays a regular map according to the result of the regular map lottery depending on the lighting state of the LEDs. If the result of the regular map lottery is a win, the regular map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the regular map lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are off may also be adopted as a losing pattern. The lighting state of the LEDs corresponding to the result of the regular map lottery is not limited, and can be set as appropriate.

[0048] In addition, before the normal map is displayed in a stopped state, the normal map is displayed in a variable manner for a predetermined variable time. The variable display of the normal map is, for example, a manner in which both LEDs are alternately lit. Note that the variable display of the normal map is not particularly limited, and may be appropriately set, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (illuminated in a specific manner).

[0049] In the pachinko game machine PY1, when the game ball passes through the gate 13, a normal pattern random number (an example of judgment information) for performing a normal pattern lottery may be obtained. This random number is stored in the normal pattern reserve memory unit 106 described below, on the condition that the variable display of the normal pattern or the auxiliary game is not being executed. The number of normal patterns reserved (normal pattern reserve number) that can be stored in the normal pattern reserve memory unit 106 is set to an upper limit (four in this embodiment). The upper limit of the number of normal patterns reserved can be changed as appropriate, and the upper limit may be set to "none". In the following, the normal pattern random number obtained by the game ball passing through the gate 13 is also referred to as a "normal pattern related random number". In addition, in this embodiment, a normal pattern reserve display that displays the normal pattern reserve number is not provided, but a normal pattern reserve display may be added to the display unit 8. As the normal pattern reserve display, for example, one with a configuration similar to that of the special pattern reserve display unit 83 can be adopted.

[0050] Next, the presentation unit 1U attached to the back of the game board 1 will be described with reference to Fig. 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter "above-board movable device") 55, and a second board movable device (hereinafter "below-board movable device") 56.

[0051] The image display device 50 is configured with a 3D liquid crystal display of a predetermined screen size, and is equipped with a display unit (display screen) 50a capable of displaying 3D images. Note that the image display device 50 may be another display device, such as one configured with multiple liquid crystal displays or one configured with an EL (Electro Luminescence) display, as long as it is capable of displaying images.

[0052] The above-board movable device 55 is configured to be movable along the display unit 50a and includes a decorated above-board movable body 55k. The below-board movable device 56 is configured to be movable along the display unit 50a and includes a decorated below-board movable body 56k.

[0053] 5(A) shows a schematic diagram of the above-board movable body 55k and the below-board movable body 56k being held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making it difficult to see the image display device 50.

[0054] Furthermore, the positions and numbers of components and devices provided on the game board unit YU can be changed as appropriate as long as it does not interfere with gameplay.

[0055] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described based on Fig. 6 to Fig. 7. As shown in Fig. 6 to Fig. 7, the pachinko game machine PY1 is equipped with a game control board (hereinafter referred to as "main control board") 100 that controls game profits such as special chart lottery, variable display of special chart, big win game, setting of game state described later, regular chart lottery, variable display of regular chart, and auxiliary game (progress of game), a performance control board (hereinafter referred to as "sub control board") 120 that controls game performances (special chart variable performance, reserved performance, operation performance, big win game performance, etc.) according to the progress of the game by the main control board 100 and customer waiting performance, and a payout control board 170 that controls payout of game balls, etc., on the rear side of the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit (main control unit) that controls the game. The sub-control board 120 can be positioned as a performance control section (sub-control section) that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. Note that the performance control section only needs to have at least the sub-control board 120 and be capable of controlling various performances using the performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, etc.).

[0056] The pachinko game machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices through these boards. The power supply board 190 is provided with a RAM clear switch 191 that can be pressed. The RAM clear switch 191 (specific operation means) is for causing the gaming CPU 102 to clear (hereinafter referred to as "RAM clear") game information (such as game state information such as high probability state, number of reserved special figures, and jackpot win / loss judgment result) stored in the gaming RAM 104 of the gaming control microcomputer 101 described later when the power is turned on. As shown in FIG. 8, the RAM clear switch 191 is provided on the power supply board 190 arranged on the back side of the pachinko game machine PY1. Therefore, only employees of the gaming facility who can open and close the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 can be said to be an operating means that cannot be operated by a player. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 101. Note that in this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided, for example, on the main control board 100 or on a dedicated board.

[0057] The power supply board 190 is provided with a backup power supply circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. In addition, a power switch 193 is connected to the power supply board 190. The power supply is turned on and off by turning the power switch 193 on and off. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided in the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided in the sub-control board 120.

[0058] As shown in Fig. 6, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.

[0059] The game ROM 103 stores programs for performing main control main processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, an auxiliary game control table, and the like, which will be described later. The game ROM 103 may be external.

[0060] The gaming RAM 104 is also provided with the special game reserve memory section 105 and the regular game reserve memory section 106. The gaming RAM 104 is also provided with a non-deleting memory section 107, which is provided with a total number of winning balls memory section 107a, a total number of shot balls memory section 107b, and a difference number of balls memory section 107c. The non-deleting memory section 107 is designed so that the gaming CPU 102 does not erase the stored contents even if the RAM is cleared.

[0061] The game control microcomputer 101 counts the total number of winning balls at any time after the power is turned on, and the information on the counted total number of winning balls is stored in the total number of winning balls memory unit 107a. The total number of winning balls is the number of winning balls that the player acquires (is paid out to the player) in all game states (normal game state, big win game state, high probability high base state, low probability high base state, etc.). The game control microcomputer 101 also counts the total number of shot balls at any time after the power is turned on, and the information on the counted total number of shot balls is stored in the total number of shot balls memory unit 107b. The total number of shot balls is the number of shot balls that the player shot in all game states. The game control microcomputer 101 also calculates the difference in the number of balls by subtracting the total number of shot balls from the total number of winning balls at any time after the power is turned on, and the information on the calculated difference in the number of balls is stored in the difference in the number of balls memory unit 107c. The game control microcomputer 101 makes the game unplayable when the difference in number of balls (an example of a specific measured number) becomes equal to or exceeds a reference number (e.g., "80,000"). This function is called the over-award ball prevention function. The over-award ball prevention function may be activated when the maximum difference in number of balls (also called the maximum number of balls held, MY, etc.) becomes a predetermined reference number. The maximum difference in number of balls is the difference between the minimum difference in number of balls, which is the lowest value of the measured difference in number of balls, and the peak (highest value) of the difference in number of balls after the minimum difference in number of balls is measured. In this case, the maximum difference in number of balls corresponds to the specific measured number.

[0062] The main control board 100 is also provided with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operation means) (see FIG. 8). As shown in FIG. 9, the 7-segment display 300 is a so-called 4-segment 7-segment display, and has a total of 32 lighted (light-emitting) parts. Specifically, the 7-segment display 300 has a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340, in that order from left to right. The four display areas 310, 320, 330, and 340 each have eight lighted parts (LED elements) LB1 to LB8, LB9 to LB16, LB17 to LB24, and LB25 to LB32 so as to be able to display the numbers from "0" to "9". The display control of the 7-segment display 300 is performed by the game control microcomputer 101.

[0063] The setting key cylinder 180 functions as an operating means when setting a setting value corresponding to the probability of determining a big win. With a setting key (not shown) inserted inside the setting key cylinder 180, the cylinder is rotated between an initial position and a rotation position. Thus, in this pachinko game machine PY1, the setting key cylinder 180 is rotated to the rotation position, and the RAM clear switch 191 is pressed while the power is turned on, thereby shifting to a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1". However, in this pachinko game machine PY1, only one setting value, "1", is provided. Therefore, the setting value cannot be changed from "1". When the setting mode is set, if the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends and RAM clear is executed.

[0064] The main control board 100 is also provided with a special reset switch 181 that can be pressed down. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 arranged on the back side of the present pachinko game machine PY1. Therefore, only an arcade employee who can open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 can be said to be an operating means that is substantially impossible for a player to operate. The function of the special reset switch 181 will be described in detail later. The main control board 100 is also provided with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.

[0065] In addition, various sensors MS and actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. In addition, the main control board 100 outputs signals to the various actuators MA.

[0066] The various sensors MS connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general prize port sensor 10a, a gate sensor 13a, a first large prize port sensor 14a, a second large prize port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.

[0067] The first start opening sensor 11a detects a game ball that has entered the first start opening 11. The second start opening sensor 12a detects a game ball that has entered the second start opening 12. The general prize opening sensor 10a detects a game ball that has entered the general prize opening 10. The general prize opening sensor 10a is provided for each general prize opening 10. The gate sensor 13a is provided at the gate 13 and detects a game ball that has passed through the gate 13. The first large prize opening sensor 14a detects a game ball that has entered the first large prize opening 14. The second large prize opening sensor 15a detects a game ball that has entered the second large prize opening 15. The specific area sensor 16a detects a game ball that has passed through the specific area 16 (entered the specific area 16). The non-specific area sensor 17a detects a gaming ball that has passed through (entered) the non-specific area 17. When each sensor detects a gaming ball, it outputs to the main control board 100 a signal according to the detection content.

[0068] Although not shown in FIG. 6, the various sensors MS include an outlet sensor that detects all game balls (total number of shot balls) flowing down the game area 6. Here, the game balls that flow down to the outside of the game area 6 are discharged to the outside of the pachinko game machine PY1 through an outlet path (not shown) provided at the bottom of the game board mounting frame 2A. For this reason, the outlet sensor is provided in the outlet path. The various sensors MS also include a magnetic sensor that detects illegal magnetism. The magnetic sensor detects the magnetic field generated when a player illegally causes a game ball to enter the various winning holes 10, 11, 12, 14, and 15 using a magnet or the like. When each of the above-mentioned sensors detects a game ball, it outputs a signal according to the detection content to the main control board 100.

[0069] The various sensors MS also include a front door open sensor that detects the opening of the front door 23 relative to the outer frame 22, and a front frame sensor that detects the opening of the front frame 23m relative to the game board mounting frame 2A. When the front door open sensor detects the opening of the front door 23, it outputs a signal according to the detection content to the main control board 100. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal according to the detection content to the main control board 100. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.

[0070] In addition, the various actuators MA connected to the main control board 100 include an electric chute solenoid 12s, a first large prize opening solenoid 14s, a second large prize opening solenoid 15s, and a distribution solenoid 16s. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The first large prize opening solenoid 14s drives the normal AT opening / closing member 14k of the first large prize device 14D. The second large prize opening solenoid 15s drives the VAT opening / closing member 15k of the second large prize device 15D. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.

[0071] The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.

[0072] Furthermore, displays 8 (special display 81, ordinary display 82, and special display reserve display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.

[0073] The main control board 100 also transmits various commands to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, and is also connected to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).

[0074] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The paid-out game balls are detected by a prize ball sensor 73a for counting, and a detection signal from the prize ball sensor 73a is output to the payout control board 170.

[0075] The launching device 72 is also provided with a touch switch 72a capable of detecting contact with the handle 72k (see FIG. 1) by a person such as a player. When the handle 72k is operated by the player, the touch switch 72a detects the touch of the player with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob 72b capable of detecting the rotation angle (operation amount) of the handle 72k. The launching device 72 drives the launch solenoid 72s so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.

[0076] The payout control board 170 is also connected to the external terminal board 160. That is, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits the external end signal transmitted from the main control board 100 to an external unit GU (such as a data counter or hall computer) provided outside the pachinko game machine PY1. The information contained in the external end signal includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating an error or fraud (abnormality). The external terminal board 160 transmits the external end signal to the external unit GU by parallel communication, but the external end signal may also be transmitted by asynchronous serial communication (a common asynchronous serial communication port). In addition, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may be connected to the external terminal board 160 via a board other than the dispensing control board 170 (e.g., a relay board), or the main control board 100 and the external terminal board 160 may be directly connected to each other.

[0077] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the sub-control board 120 according to the progress of the game. The sub-control board 120 can grasp the progress of the game (control contents of the game) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that allows only the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 100 and the sub-control board 120 as a communication direction restricting means.

[0078] 7, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 121 that controls the performance of the pachinko game machine PY1 according to a program is mounted on the sub-control board 120. The microcomputer for performance control 121 includes a ROM for performance 123 that stores programs for controlling the performance in accordance with the progress of the game by the main control board 100, a RAM for performance 124 used as a work memory, and a CPU for performance 122 that executes the programs stored in the ROM for performance 123.

[0079] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.

[0080] In addition, the sub-control board 120 is equipped with a performance I / O port unit 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time (date and time). When power is supplied to the pachinko game machine PY1 from a predetermined island power supply device (not shown), the RTC 139 operates on the power, and when power is not supplied from the island power supply device, the RTC 139 operates on the power supplied from a backup power circuit 192 provided in the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. A backup power circuit for the RTC 139 may be provided in the sub-control board 120. A circuit including a capacitor and an internal battery (such as a button battery) can be used as the backup power circuit.

[0081] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows both transmission of signals from the sub-control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the sub-control board 120.

[0082] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 for executing the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing data of images to be displayed on the image display device 50, a VRAM 146 used for developing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images to be displayed on the image display device 50 (still image data and video data, specifically, image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns), background images, etc.).

[0083] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately synthesizes the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output to the image display device 50 as an RGB signal. As a result, various performance images are displayed on the display unit 50a.

[0084] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0085] Based on the commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the voice control circuit 161.

[0086] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of sub-control board 120. Note that audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Speaker 52 may also be connected to image control board 140 and audio control may be executed by image CPU 141 of image control board 140. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.

[0087] The sub-control board 120 is also connected to various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. The sub-control board 120 also controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100.

[0088] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects that the normal button 40 has been pressed. The special button detection switch 41a detects that the special button 41 has been pressed. Each detection switch 40a, 41a outputs a signal according to the detection content to the sub-control board 120. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.

[0089] The various actuators SA connected to the sub-control board 120 include an on-board driving motor 55m for driving the on-board movable device 55, a below-board driving motor 56m for driving the below-board movable device 56, and a frame driving motor 58m for driving the frame movable device 58. The performance control microcomputer 121 can drive these motors to cause each movable device to perform a predetermined operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The sub-control board 120 is also connected to a vibration motor (not shown) for vibrating the normal button 40. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within a range that does not interfere with the game.

[0090] The various lamps SL connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc. The performance control microcomputer 121 is capable of lighting each lamp. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data determining on / off, light color, etc., also called lamp data) that determines the light-emitting mode of each lamp, and controls the light emission of each lamp according to the light-emitting pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light-emitting pattern data.

[0091] A CPU may be mounted on the lamp control circuit 151 as a substrate. In this case, the CPU may be made to execute lighting control of each lamp and operation control of each movable device. Furthermore, in this case, a ROM may be mounted on the substrate and data related to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the sub-control substrate 120 may be changed as appropriate within the range that does not interfere with gameplay.

[0092] 3. Main games played on gaming machines Next, the main games played by the pachinko gaming machine PY1 will be described with reference to Figures 10 to 17. The tables shown in Figures 10 to 17 are general ones for the purpose of the description of this section, and if a different table is shown in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table is used in the pachinko gaming machine PY1. However, for configurations that do not show a different table in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section is used, and also for configurations that show a different table in the description of "Characteristics of the Pachinko Gaming Machine PY1" described later, it is assumed that the table shown in this section can be changed to the table shown in this section.

[0093] 3-1. Games related to regular games First, the game related to the normal map will be explained. When the launched game ball passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 performs a variable display of the normal map (a static display after a variable display). Here, the statically displayed normal map includes a winning pattern and a losing pattern. The losing pattern of the normal map is also called a "losing normal map" to distinguish it from the losing pattern of the special map described later. When the winning pattern is statically displayed, the auxiliary game is executed and the game related to the passage of the gate 13 is ended. On the other hand, when the losing normal map is statically displayed, the auxiliary game is not executed and the game related to the passage of the gate 13 is ended. In addition, hereinafter, the passing of the game ball through the gate 13 is called "establishment of the normal map start condition."

[0094] When the pachinko game machine PY1 performs this series of games (regular game lottery, variable display of regular games, auxiliary games), it acquires regular game-related random numbers when the regular game start conditions are met. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 10(A). Regular game pattern random numbers are random numbers used to determine whether a game has been won. Random numbers are also called determination information. Appropriate ranges are set for the random numbers.

[0095] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not to execute an auxiliary game) according to a hit determination table as shown in FIG. 11(A). The hit determination table is associated with a game state described later. That is, the hit determination table includes a hit determination table used in a non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in a time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value (a normal pattern random number value) of the normal pattern random number is allocated to a hit or a miss, which is a result of the hit determination. Therefore, the pachinko game machine PY1 performs a hit determination of whether or not a win has occurred by determining the acquired normal pattern random number according to the hit determination table. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed for performing a variable display of the normal pattern. If the result of the hit determination is a hit, a winning pattern is basically displayed in a stop state in the variable display of the normal pattern. On the other hand, if the result of the hit determination is a miss, a miss normal pattern is basically displayed in a stop state in the variable display of the normal pattern. The probability of winning may be changed as appropriate. Also, the win determination table does not need to be divided for each game state.

[0096] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern according to the general map fluctuation pattern determination table as shown in Fig. 11 (B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.

[0097] The normal map fluctuation pattern determination table is associated with the game state (non-time-saving state / time-saving state). That is, the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state. Note that the normal map fluctuation pattern determination table does not have to be divided for each game state.

[0098] In each normal map variation pattern determination table, a normal map variation pattern, which is the result of the normal map variation pattern determination, is stored for each normal map to be stopped. That is, the pachinko game machine PY1 can make the normal map variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal map when a losing normal map (losing normal map) is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined. Also, in the time-saving state, for the variable display of the normal map when a losing normal map is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined. The variable display of the normal map with the normal map variation time corresponding to the normal map variation pattern determined by this determination is performed by the normal map display device 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit judgment and the map fluctuation pattern judgment are performed, and the map display 82 displays the map in a variable manner.

[0099] 3-1-3. Supplementary games The auxiliary game is executed when a winning symbol is displayed (derived) as a static display result (result of the regular symbol lottery) during the variable display of the regular symbol.

[0100] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state (non-time-saving state / time-saving state). The pachinko game machine PY1 controls the auxiliary game according to an auxiliary game control table as shown in FIG. 11(C) based on the game state (non-time-saving state / time-saving state). The auxiliary game control table is associated with the game state (non-time-saving state / time-saving state). Auxiliary game components are stored in each auxiliary game control table. The number of times the electric chute 12D opens and the opening time for each opening can be changed as appropriate.

[0101] The pachinko game machine PY1 has different opening times of the electric chute 12D for the auxiliary game in the non-time-shortening state and the auxiliary game in the time-shortening state. For example, in the auxiliary game in the non-time-shortening state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to make the game ball enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-shortening state is also referred to as a "short opening auxiliary game". In addition, in the auxiliary game in the time-shortening state, the electric chute 12D is opened for a second opening time (a time during which it is easy to make the game ball enter the electric chute 12D (for example, 3.0 seconds)) that is longer than the first opening time. In the following, the auxiliary game in the time-shortening state is also referred to as a "long opening auxiliary game". Note that the opening times of the electric chute 12D may be the same for the auxiliary game in the non-time-shortening state and the auxiliary game in the time-shortening state.

[0102] 3-2. Games related to special charts Next, a game related to the special chart will be explained. When the launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special chart 1 lottery. When the special chart 1 lottery is performed, the special chart 1 display 81a performs a variable display of the special chart 1 (a static display after a variable display) to notify the result of the special chart 1 lottery. Here, the statically displayed special chart 1 has a jackpot pattern and a losing pattern. That is, the results of the special chart 1 lottery include a jackpot pattern and a losing pattern. When the jackpot pattern is statically displayed, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is statically displayed, the jackpot game is not performed, and the game based on the winning is terminated.

[0103] Similarly, the pachinko game machine PY1 performs a special drawing for the 2nd drawing when the launched game ball enters the second starting hole 12. When the special drawing for the 2nd drawing is performed, the special drawing for the 2nd drawing is variably displayed (variably displayed and then stopped) on the special drawing for the 2nd drawing in the special drawing for the 2nd drawing, and the result of the special drawing for the 2nd drawing is notified. Here, the special drawing for the 2nd drawing that is stopped includes a jackpot pattern and a losing pattern. That is, the results of the special drawing for the 2nd drawing include a jackpot pattern and a losing pattern. When the jackpot pattern is stopped, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is stopped, a jackpot game is not performed, and the game based on the winning is terminated.

[0104] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." In addition, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." In addition, the losing special pattern is also referred to as the "losing special pattern" to distinguish it from the losing regular pattern described above.

[0105] When the pachinko game machine PY1 performs such a series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met, and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers (win symbol type random numbers), reach random numbers, and special symbol change pattern random numbers, as shown in FIG. 10(B). The special symbol random numbers are random numbers for making a jackpot judgment. The jackpot symbol type random numbers are random numbers for making a jackpot symbol type judgment (win symbol type judgment). The reach random numbers are random numbers for making a reach judgment. The special symbol change pattern random numbers are random numbers for making a special symbol change pattern judgment. The random numbers are also called judgment information. An appropriate range is set for each random number.

[0106] 3-2-1. Jackpot determination The jackpot determination is a determination for determining whether or not a jackpot has occurred (whether or not a jackpot game is executed) according to a jackpot determination table as shown in Fig. 12(A). The jackpot determination table is associated with the game state, specifically, whether it is a normal probability state or a high probability state. That is, the jackpot determination table includes a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).

[0107] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss, which are the results of the jackpot determination. The pachinko game machine PY1 determines whether the acquired special symbol random number is a jackpot or a miss by determining whether it is a jackpot or a miss according to the jackpot determination table. As shown in FIG. 12(A), the high probability jackpot determination table has more special symbol random number determination values ​​that are determined to be a jackpot than the normal probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as appropriate. In addition, if a small jackpot can be won, the result of the jackpot determination can include a small jackpot win.

[0108] 3-2-2. Jackpot symbol type determination (winning symbol type determination) The jackpot symbol type determination is a determination for determining the type of the jackpot symbol (jackpot symbol type) according to a jackpot symbol type determination table as shown in Fig. 12(B) when the result of the jackpot determination is a jackpot. Each type of jackpot symbol is associated with the contents of the jackpot, in other words, the components of the jackpot that are composed of the game benefits given to the player.

[0109] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) where the winning (winning that caused the jackpot symbol type determination) that caused the jackpot symbol type determination was performed. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.

[0110] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value (jackpot symbol type random value) of the jackpot symbol type random number (win symbol type random number) is assigned to the jackpot symbol type that is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 determines the type of the jackpot symbol by determining the acquired jackpot symbol type random number according to the jackpot symbol type determination table. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random value is appropriately assigned to various jackpot symbols. The allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of the jackpot symbol can be appropriately increased or decreased.

[0111] For example, as shown in FIG. 12(B), the distribution rate of the jackpot pattern type by the jackpot pattern type determination for the special chart 1 can be set to 50% for the jackpot pattern A and 50% for the jackpot pattern B, and the distribution rate of the jackpot pattern type by the jackpot pattern type determination for the special chart 2 can be set to 100% for the jackpot pattern C. In this way, it is possible to make the distribution rate of the jackpot pattern type different between the special chart 1 lottery performed when the game ball enters the first starting hole 11 and the special chart 2 lottery performed when the game ball enters the second starting hole 12. In addition, when a small prize is allowed to be won, the type of the small prize pattern can be determined when the small prize is won. The winning pattern type determination includes the determination of the type of the jackpot pattern and the determination of the type of the small prize pattern. The determination of the type of the small prize pattern is also performed using a winning pattern type random number, similar to the determination of the type of the jackpot pattern.

[0112] 3-2-3. Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described later, in accordance with a reach judgment table such as that shown in Figure 12 (C) when the result of the jackpot judgment is a miss.

[0113] The reach judgment table is associated with the game state (non-time-saving state / time-saving state). That is, the reach judgment table includes a reach judgment table used in the non-time-saving state (non-time-saving reach judgment table) and a reach judgment table used in the time-saving state (time-saving reach judgment table). Note that the reach judgment table does not have to be divided for each game state.

[0114] In each reach judgment table, the reach random number judgment value (reach random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 judges the acquired reach random number according to the reach judgment table to judge whether the reach is reached or not (whether the reach occurs or not). As shown in FIG. 12(C), the number of reach random number values ​​judged as "reach is reached (reach occurs)" is different between the non-time-saving reach judgment table and the time-saving reach judgment table. Note that the probability of judging as "reach is reached" can be changed appropriately. In the following, "reach is reached (reach occurs)" performed on the premise that the result of the jackpot judgment is "miss" is referred to as "reach with miss", and "no reach (no reach occurs)" is sometimes referred to as "no reach miss".

[0115] 3-2-4. Special chart change pattern judgment The special pattern change pattern determination is a determination for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using a change pattern determination table (special pattern change pattern determination table) of the special pattern as shown in Figures 13 to 14, and is performed in both cases where the result of the jackpot determination is a jackpot or a miss. The special pattern change pattern is identification information for identifying predetermined items related to the special pattern change time and the performance flow (performance content) of the special pattern change performance described later. The special pattern change pattern includes identification information related to the result of the jackpot determination and the reach determination, in addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance. The identification information included in the special pattern change pattern can be changed as appropriate. In addition, it is possible to use multiple types of special pattern change patterns with different identification information as the special pattern change pattern, and the number of them can be changed as appropriate.

[0116] The special pattern variation pattern judgment table is associated with the type of special pattern (special pattern 1 / special pattern 2) that performs the variable display to be judged, in other words, the type of start port (first start port 11 / second start port 12) where the winning that causes the special pattern variation pattern judgment was made. That is, the special pattern variation pattern judgment table includes a special pattern variation pattern judgment table (special pattern 1 variation pattern judgment table: Figure 13) used when performing the variable display of special pattern 1, and a special pattern variation pattern judgment table (special pattern 2 variation pattern judgment table: Figure 14) used when performing the variable display of special pattern 2. Note that the special pattern variation pattern judgment table does not have to be divided according to the type of special pattern (special pattern 1 / special pattern 2).

[0117] Each special chart fluctuation pattern determination table is also associated with the game state (non-time-saving state / time-saving state). That is, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table (non-time-saving special chart 1 fluctuation pattern determination table) used in the non-time-saving state, and a special chart 1 fluctuation pattern determination table (time-saving special chart 1 fluctuation pattern determination table) used in the time-saving state. On the other hand, the special chart 2 fluctuation pattern determination table also includes a special chart 2 fluctuation pattern determination table (non-time-saving special chart 2 fluctuation pattern determination table) used in the non-time-saving state, and a special chart 2 fluctuation pattern determination table (time-saving special chart 2 fluctuation pattern determination table) used in the time-saving state. Note that the special chart fluctuation pattern determination table does not have to be divided for each game state.

[0118] In addition, each special chart fluctuation pattern determination table associated with the game state (non-time-saving state / time-saving state) is further associated with the jackpot determination result and the reach determination result. That is, the non-time-saving special chart 1 fluctuation pattern determination table and the non-time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-with miss, and a reach-without miss. Similarly, the time-saving special chart 1 fluctuation pattern determination table and the time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach-with miss, and a reach-without miss. Note that the special chart fluctuation pattern determination table does not have to be divided according to the jackpot determination result and the reach determination result.

[0119] Furthermore, each special chart 1 variation pattern determination table for a miss without a reach is also associated with the reserved number of special charts. For example, there is a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 0 to 2, and a special chart 1 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. In addition, each special chart 2 variation pattern determination table for a miss without a reach is also associated with the reserved number of special charts. Specifically, there is a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 0 to 2, and a special chart 2 variation pattern determination table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4. Note that the special chart variation pattern determination table does not have to be divided according to the reserved number of special charts.

[0120] Then, the special chart is displayed in a variable manner in the special chart display device 81 during the special chart change time according to the special chart change pattern determined by each special chart change pattern determination. When the jackpot pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, the next special chart is not displayed immediately, and the jackpot game is played.

[0121] In addition, each special chart variation pattern is associated with a special chart variation performance flow as shown in the second column from the right in the table of Figures 13 to 14. Note that it is not necessary to associate a special chart variation pattern with a special chart variation performance flow.

[0122] Also, as shown in the rightmost column of the table in Fig. 13-Fig. 14, the special chart variation pattern may be called by a name related to the special chart (jackpot determination result) and the performance content of the special chart variation performance. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation," and a special chart variation pattern related to a miss is called a "miss variation." Among the jackpot variations, a special chart variation pattern in which an SP reach, which is a type of reach, is performed is called an "SP jackpot variation," a special chart variation pattern in which an L reach is performed is called an "L jackpot variation," a special chart variation pattern in which the special chart variation performance ends with an N reach is called an "N jackpot variation," and a special chart variation pattern in which the same numbers are lined up as soon as a reach is established is called an "immediate jackpot variation." On the other hand, among misses with reach, the special chart change pattern in which an SP reach, which is a type of reach, is performed is called "SP miss change", the special chart change pattern in which an L reach, which is a type of reach, is performed is called "L miss change", the special chart change pattern in which the special chart change performance ends with an N reach, which is a type of reach, is called "N miss change", and the special chart change pattern related to misses without reach is called "normal miss change". There are three types of normal miss changes with different change times (normal A miss change, normal B miss change, normal C miss change). In addition, the special chart change pattern related to misses without reach that has a shorter change time than the "normal miss change" is called "shortened miss change". There are two types of shortened miss changes with different change times (shortened A miss change, shortened B miss change). In addition, when SP jackpots and SP miss changes are collectively referred to as SP changes or SP reach changes.

[0123] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment according to a look-ahead judgment table as shown in FIG. 15 based on the acquired special symbol-related random number. The look-ahead judgment is performed before the jackpot judgment (specifically, for example, at the time of winning in the start hole). The look-ahead judgment includes, for example, a judgment of whether or not the special symbol random number is judged as a jackpot in the jackpot judgment, a judgment of which jackpot symbol type random number is determined to be a type of jackpot symbol in the jackpot symbol type judgment, and a judgment of which special symbol variation pattern random number is determined to be a special symbol variation pattern in the special symbol variation pattern judgment. The look-ahead judgment table is associated with the type of start hole (first start hole 11 / second start hole 12) related to the start winning. That is, the look-ahead judgment table includes a look-ahead judgment table (first look-ahead judgment table) when the first start hole 11 is won, and a look-ahead judgment table (second look-ahead judgment table) when the second start hole 12 is won. Since the first starting port 11 is the starting port that triggers the drawing of the special chart 1, the first look-ahead judgment table can also be called the special chart 1 look-ahead judgment table. Also, since the second starting port 12 is the starting port that triggers the drawing of the special chart 2, the second look-ahead judgment table can also be called the special chart 2 look-ahead judgment table. Note that the look-ahead judgment table does not have to be divided according to the type of starting port (first starting port 11 / second starting port 12). Also, a starting winning is a winning entry into a starting port.

[0124] The look-ahead judgment table is also associated with the game state (non-time-saving state / time-saving state). That is, the look-ahead judgment table includes a look-ahead judgment table used in the non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in the time-saving state (time-saving look-ahead judgment table).

[0125] That is, the look-ahead judgment table includes a first look-ahead judgment table used in a non-time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that the look-ahead judgment tables do not need to be divided for each game state. Also, it is possible to appropriately change what judgments are included in the look-ahead judgment.

[0126] 3-3. Jackpot games Next, the jackpot game will be described. The jackpot game includes multiple round games involving the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also written as OP) from the start of the jackpot game to the start of the first round game, and an ending (also written as ED) from the end of the final round game to the end of the jackpot game. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game or the start of the ending. It is also possible not to provide an OP or an ED. In the following, a predetermined number of round games (predetermined order) is simply called a "round." For example, the first (first) round game is called "1st round (1R)," and the tenth round game is called "10th round (10R)."

[0127] The elements that make up such a jackpot game (jackpot game components) include the number of rounds, the number of times the jackpot openings (first jackpot opening 14, second jackpot opening 15) are opened in each round, the type and opening time of the jackpot openings, the time to close until the next opening (closing time or interval time), the opening time (opening time), and the ending time (ending time), etc. After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game according to a jackpot game control table as shown in FIG.

[0128] As shown in FIG. 16, the jackpot game control table stores jackpot game components for each jackpot game (for example, for each jackpot game A to C). In each jackpot game, from 1R to 15R, a round game in which the first large prize opening 14 is opened for a maximum of 29.5 seconds or a round game in which the first large prize opening 14 is opened for a maximum of 0.1 seconds is played. Then, in 16R (the final round), a round game in which the second large prize opening 15 is opened for a maximum of 29.5 seconds or a round game in which the second large prize opening 15 is opened for a maximum of 0.1 seconds is played. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensors 14a and 15a, the round game is ended even before the maximum opening time of the large prize openings 14 and 15 has elapsed.

[0129] In addition, it is possible to configure the jackpot game A shown in Figure 16 to be executed when the type of the winning jackpot pattern is jackpot pattern A (see Figure 12 (B)), the jackpot game B to be executed when the type of the winning jackpot pattern is jackpot pattern B, and the jackpot game C to be executed when the type of the winning jackpot pattern is jackpot pattern C.

[0130] The number of times and the time of each jackpot game component can be changed as appropriate. The jackpot game can be played using both the first jackpot winning port 14 and the second jackpot winning port 15, or can be played using only one of them. In the case of a configuration in which only the first jackpot winning port 14 is used for the jackpot game, or in the case of a configuration in which only the second jackpot winning port 15 is used for the jackpot game, the configuration may not include the jackpot winning port that is not used. In addition, the types of jackpot games that can be played may be multiple or only one type.

[0131] Here, the specific area 16 will be described in detail. The specific area 16 is in a closed state where no prizes can be won and an open state where prizes can be won, by the distribution member 16k, so the operating mode of the distribution member 16k can be said to be the opening and closing mode of the specific area 16. Hereinafter, the operating mode of the distribution member 16k is also referred to as the "opening and closing mode of the specific area 16". In addition, the open state of the specific area 16 is also referred to as the "V open", and the closed state of the specific area 16 is also referred to as the "V closed".

[0132] The distribution member 16k is controlled in a fixed operating mode (i.e., the specific area 16 is controlled in a fixed opening / closing mode). For example, for 15 seconds after the second large prize opening 15 starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state makes it easy for the game ball to pass through the specific area 16 (to enter the specific area 16). On the other hand, in a round game in which the second large winning opening 15 is open for a maximum of 0.1 seconds, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16) due to the relationship between the opening time and timing of the second large winning opening 15 and the time and timing controlled to the second state of the distribution member 16k. In this way, it is possible to set the difficulty (ease) of making the game ball enter the specific area 16 in a jackpot game by combining a certain operation mode of the distribution member 16k (a certain opening and closing mode of the specific area 16) with the opening and closing mode of the second large winning opening 15 in a jackpot game. The operation mode of the distribution member 16k can be changed as appropriate. When another operation mode is shown in the description of "Characteristic parts of the pachinko game machine PY1" described later, it is assumed that the pachinko game machine PY1 adopts that operation mode.

[0133] In addition, during a jackpot game, a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through the specific area 16 (hereinafter also referred to as "V passage") is called a "V long jackpot", and a jackpot in which the VAT opening / closing member 15k and the distribution member 16k operate in the second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through the specific area 16 is called a "V short jackpot".

[0134] 3-4. Game status Next, the game state will be explained. As shown in FIG. 17, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state" and "jackpot game state". The "low probability low base game state" may be abbreviated as "low probability low base state", the "low probability high base game state" as "low probability high base state", the "high probability low base game state" as "high probability low base state", and the "high probability high base game state" as "high probability high base state". The game states include a state related to the probability of being determined as a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state.

[0135] The normal probability state is set in a "low probability low base game state" or a "low probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is normal. The high probability state is set in a "high probability low base game state" or a "high probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is higher than the normal probability. Therefore, it can be said that the high probability state is a game state that is more advantageous to the player than the normal probability state. When the power is turned on for the first time in the pachinko game machine PY1, the normal probability state is set. Then, it is possible to switch from the normal probability state to the high probability state by winning a jackpot. For example, it is possible to switch to the high probability state by the game ball passing through the specific area 16 in a jackpot game. It is also possible to switch to the high probability state depending on the type of jackpot pattern. It is assumed that whether the trigger for switching to the high probability state is the passing of a V or the type of jackpot pattern is determined in advance according to the game characteristics to be realized. In the high probability state, a predetermined number of jackpot determinations may be made without winning a jackpot, or the high probability state may be switched to the normal probability state by winning the next jackpot.

[0136] The non-time-saving state is set in a "low probability low base game state", a "high probability low base game state", or a "jackpot game state". The time-saving state is set in a "low probability high base game state" or a "high probability high base game state", and is a game state in which the opening time of the electric chute 12D in one auxiliary game is likely to be longer than in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.0 seconds) is longer than the opening time (e.g., 0.08 seconds) of the electric chute 12D in the non-time-saving state. In addition, in the time-saving state, the special chart fluctuation pattern is determined according to a special chart fluctuation pattern determination table that is determined so that a special chart fluctuation pattern with a short special chart fluctuation time is selected more often than in the non-time-saving state (see Figures 13 to 14). As a result, in the time-saving state, the pace of consumption of the special chart reservation is faster, and effective winning (winning that can be stored as a special chart reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.

[0137] In addition, the time-saving state is more likely to have a shorter normal map variation time than the non-time-saving state. For example, in the time-saving state, the normal map variation time (5 seconds) is determined, which is shorter than the normal map variation time (30 seconds) determined in the non-time-saving state (Figure 11 (B)). Therefore, the time-saving state has more executions of the normal map lottery per unit time.

[0138] In addition, the time-saving state is more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536) (FIG. 11(A)). Therefore, the time-saving state is judged as a hit more times per unit time.

[0139] In this way, in the time-saving state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-saving state, and it becomes easier for game balls to enter the second starting hole 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot without significantly reducing the number of game balls in possession. Therefore, it can be said that the time-saving state is a game state that is more advantageous to the player than the non-time-saving state.

[0140] When the pachinko game machine PY1 is first powered on, the non-time-saving state is set. Then, for example, the time-saving state can be set by winning a jackpot. In the time-saving state, a predetermined number of jackpot determinations can be performed without winning a jackpot, or the time-saving state can be changed to the non-time-saving state by winning the next jackpot.

[0141] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a prize, the normal chart change time is more likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is more likely to be longer. In other words, three points are set to be advantageous for the player in the game related to the normal chart. However, the points set to be advantageous for the player may be only a part of these. In addition, the special chart change pattern determination table in the time-saving state may not be one that is more likely to select a special chart change pattern with a short special chart change time than the one in the non-time-saving state.

[0142] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is a "low probability low base game state" in which a normal probability state and a non-time-saving state are set. This game state is also called a "normal game state." In the "jackpot game state," a normal drawing (a hit determination for a normal drawing) is performed but a special drawing (a hit determination) is not performed, so that a non-time-saving state is set with the start of the jackpot game. In addition, it is possible to use all or only some of the game states described above for the game state. In addition, it is assumed that the various game states described in this specification can be arbitrarily expressed in the form of an "nth game state" (n is an integer of 1 or more). In addition, a low-probability, low-base game state (low-probability, low-base state) can be referred to as a low-probability, non-time-shortened state, a low-probability, high-base game state (low-probability, high-base state) as a low-probability, time-shortened state, a high-probability, low-base game state (high-probability, low-base state) as a high-probability, non-time-shortened state, and a high-probability, high-base game state (high-probability, high-base state) as a high-probability, time-shortened state.

[0143] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.

[0144] 4-1.Performance mode First, the presentation mode will be explained. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.

[0145] The customer waiting performance mode can be set when the special chart change performance is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode indicating a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 18 (A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a. In addition, when the normal button 40 is operated while the customer waiting demo video G100 is displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed as shown in FIG. 18 (A-2). The performance settings include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, and the frequency setting of the performance to be executed.

[0146] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "high probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 18 (B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in FIG. 18 (B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in FIG. 18 (B-3), and can be switched under one condition that the special chart variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal pre-stage presentation mode before the reach is established in the special chart variation presentation, and a normal post-stage presentation mode after the reach is established. In the normal pre-stage presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal post-stage presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.

[0147] The probability variation presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "high probability high base game state", and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variation presentation mode, for example, as shown in FIG. 18 (B-4), a background image (probability variation background image G105) representing the universe is displayed on the display unit 50a. Furthermore, the probability variation presentation mode includes a probability variation pre-stage presentation mode before the reach is established in the special chart variation presentation, and a probability variation post-stage presentation mode after the reach is established. In the probability variation pre-stage presentation mode, the probability variation background image G105 is displayed on the display unit 50a, while in the probability variation post-stage presentation mode, a dedicated background image according to the type of reach is displayed.

[0148] The time-saving presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "low probability high base game state", and is a presentation mode that indicates that the state is in the normal probability state and the time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 18 (B-5), a background image showing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a time-saving early presentation mode before the reach is established in the special chart variation presentation, and a time-saving late presentation mode after the reach is established. In the time-saving early presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the time-saving late presentation mode, a dedicated background image according to the type of reach is displayed.

[0149] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, as shown in FIG. 18(C-1), a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display unit 50a. During the round of the jackpot game, as shown in FIG. 18(C-2), a round presentation is performed in which a round image G109 indicating the number of rounds and a prize ball number image G110 suggesting the number of prize balls paid out are displayed on the display unit 50a. During the ending of the jackpot game, as shown in FIG. 18(C-3), a jackpot ending presentation is performed in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 suggesting the total prize ball number paid out are displayed on the display unit 50a.

[0150] The types of presentation modes can be changed or added as appropriate.

[0151] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the changeable display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the changeable display of the special chart and the special chart lottery result (jackpot determination result, jackpot pattern type determination result, reach determination result, and special chart change pattern determination result). In the special chart change performance, the display unit 50a displays the change of the performance pattern superimposed on a predetermined background image. In the change display of the performance pattern, the performance pattern stops after changing. That is, after the change display of the performance pattern is performed for the special chart change time, the change stops and the performance pattern is displayed stationary. Then, the result of the special chart lottery is announced by the stationary display of the performance pattern.

[0152] In addition, in the special chart variation performance, in addition to the variation display of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the normal button 40, and the special button 41. In this case, it is possible to continue other performances even after the stop display of the performance pattern.

[0153] 4-2-1.Performance pattern display area As shown in Fig. 19(A), the display unit 50a of the image display device 50 can be provided with a left performance pattern area 50b1, a middle performance pattern area 50b2, and a right performance pattern area 50b3 on the left side, center, and right side of the display unit 50a, which are divided horizontally into three approximately equal parts. The left performance pattern area 50b1 is an area that displays the left performance pattern EZ1 when the performance pattern is stopped in the special chart variable performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas that display the middle performance pattern EZ2 and the right performance pattern EZ3.

[0154] Also, as shown in Fig. 19(A), a small pattern area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display unit 50a. The small pattern area 50c is an area that variably displays small patterns KZ1, KZ2, and KZ3 when the special pattern is variably displayed.

[0155] In FIG. 19(A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are indicated by two-dot chain lines, but this is written to indicate the range of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed. In addition, the range of each area can be changed as appropriate. In addition, not only the performance patterns EZ1, EZ2, and EZ3 (left performance pattern EZ1, middle performance pattern EZ2, and right performance pattern EZ3), but also the small patterns KZ1, KZ2, and KZ3 are examples of "performance patterns" because they are patterns displayed on the display unit 50a for performance.

[0156] 4-2-2.Normal fluctuation In the pachinko game machine PY1, in the special chart variation performance, it is possible to perform a normal variation first. The normal variation functions as a performance that suggests that the variable display of the special chart has started.

[0157] When the variable display of the special chart is started, for example, as shown in Figure 19 (A), on the display unit 50a, the left performance pattern EZ1, the middle performance pattern EZ2 and the right performance pattern EZ3 are displayed frozen, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the variable display of the special chart is not being performed and the state is waiting for the variable display of the special chart.As shown in Figure 19 (B), with the start of the variable display, the variable display of the performance patterns EZ1, EZ2 and EZ3 is started, and the variable display of the small patterns KZ1, KZ2 and KZ3 is started. And, when the special chart change pattern of the variable display of the special chart is, for example, "normal miss change", the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stop patterns as shown in Fig. 19 (C-1), and then, as shown in Fig. 19 (D), the performance patterns EZ1, EZ2, and EZ3 stop in a stop pattern suggesting a miss (so-called spread eyes). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stop pattern suggesting a miss. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, a special chart change pattern with a reach such as "N miss change", the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stop pattern as shown in Fig. 19 (C-2), and a reach is established. In detail, first the left performance pattern EZ1 stops on a certain pattern (for example, 5 pattern), then the right performance pattern EZ3 stops on the same pattern (5 pattern) as the left performance pattern EZ1, and a reach is established. At this time, the variable display of the small patterns KZ1, KZ2, and KZ3 continues, and a reach performance according to the special pattern variation pattern is performed. The stopping order and stopping mode of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.

[0158] 4-2-3.N Reach The pachinko game machine PY1 can perform N-reach when a reach is achieved in normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot" and functions as a presentation to make the player expect a jackpot.

[0159] In the N reach, as shown in FIG. 20(A), the state where the reach is established is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 20(B), the fluctuation speed of the middle performance pattern EZ2 gradually slows down. Then, when the special pattern fluctuation pattern of the variable display of the special pattern is, for example, "N miss fluctuation", the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stop mode (so-called barake eyes) that suggests a miss, as shown in FIG. 20(C-1). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a miss. On the other hand, when the special pattern fluctuation pattern of the variable display of the special pattern is, for example, "N big win fluctuation", as shown in FIG. 20(C-2), the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win (so-called double numbers). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stop mode that suggests a big win. In addition, the content of the N Reach performance is not limited to the middle performance pattern EZ2 gradually slowing down, and can be changed or added as appropriate.

[0160] In addition, with regard to the stopping state of the performance symbols EZ1, EZ2, and EZ3 that indicate a miss, the spread when the reach is not established is called a "non-reach spread" or a "non-reach miss" and the spread when the reach is established is called a "reach spread" or a "reach miss". The combination of each of the performance symbols EZ1, EZ2, and EZ3 that constitute the non-reach spread (for example, "2·3·1" or "5·8·6") and the combination of each of the performance symbols EZ1, EZ2, and EZ3 that constitute the reach spread (for example, "2·1·2" or "5·4·5") are selected by the performance control microcomputer 121. In addition, the combination of each of the performance patterns EZ1, EZ2, and EZ3 that make up the stopping pattern (double number) indicating a jackpot (for example, "2·2·2" or "7·7·7") is selected by the performance control microcomputer 121 based on the type of jackpot pattern that has been won.

[0161] 4-2-4. SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than the N reach, and functions as a presentation to make the player expect a jackpot.

[0162] In the SP reach, after the N reach, for example, as shown in FIG. 21(A), a background image (background image G113 for SP reach) dedicated to the SP reach is displayed on the display unit 50a, and an image (title image G1 for the start of the SP reach) indicating that the SP reach has started is displayed in the center of the display unit 50a. After that, as shown in FIG. 21(B), a performance dedicated to the SP reach (for example, a battle performance) is performed. Then, when the final stage of the performance dedicated to the SP reach is reached, in the case where the special chart variation pattern of the variable display of the special chart is, for example, "SP big win variation", as shown in FIG. 21(C-1), a performance suggesting a big win (for example, a display in which the main character (one of the ally characters) wins the battle and stands with his / her arms crossed) is performed on the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stopping mode suggesting a big win (so-called double numbers). At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping mode suggesting a big win. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "SP miss change," as shown in FIG. 21 (C-2), a performance suggesting a miss (for example, a display in which the enemy character wins the battle and stands with his legs crossed) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping state suggesting a miss (so-called barake eyes). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping state suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.

[0163] Here, we will explain in detail the possibility (jackpot expectation) that the performance symbols EZ1, EZ2, and EZ3 for each reach will stop in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of a variation that ends in an N reach is set to 10% when the result of the jackpot judgment is a "miss" and 50% when the result of the jackpot judgment is a "jackpot," and the execution probability of a variation that develops into an SP reach is set to 4% when the result of the jackpot judgment is a "miss" and 50% when the result of the jackpot judgment is a "jackpot," it is possible to set the jackpot expectation for an SP reach higher than that for an N reach. Also, by making SP reach A and SP reach B executable as SP reaches, and setting the execution probability of SP reach A to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," and setting the execution probability of SP reach B to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation of SP reach A higher than that of SP reach B. In this way, it is possible to set the jackpot expectation by appropriately setting the execution probability according to the result of the jackpot determination.

[0164] 4-2-5.L reach The pachinko game machine PY1 can perform an L reach after an N reach. The L reach is an effect that suggests that the possibility that the result of the special chart lottery was a "jackpot" is lower than that of the SP reach but higher than that of the N reach, and functions as an effect that makes the player expect a jackpot. The execution time of the L reach reach effect is shorter than that of the SP reach reach effect (FIGS. 13 and 14). Therefore, in the L reach reach effect, for example, a video shorter than that of the SP reach reach effect is displayed on the display unit 50a. The content of the L reach reach effect can be changed as appropriate. A special chart variation pattern in which the SP reach reach effect is executed in a progressive manner after the L reach reach effect may be provided.

[0165] 4-3. Hold icon display area As shown in FIG. 22(A), the display unit 50a of the image display device 50 can be provided with a reservation icon display area 50d consisting of four display areas. The reservation icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and a reservation icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special figures 1 or the number of reserved special figures 2. For example, when the number of reserved special figures 1 is "1", the reservation icon HA is displayed in the first display area 50d1, and when the number of reserved special figures 1 is "2", the reservation icon HA is displayed in the first display area 50d1 and the second display area 50d2.

[0166] In addition, near the reserved icon display area 50d, as shown in Fig. 22 (A), it is possible to provide the icon display area 50e consisting of one display area. The icon display area 50e can display the icon TA (also called the reserved icon TA) that is the same as the reserved icon HA in response to the start of the special chart variation performance. Note that the icon TA may be an icon different from the reserved icon HA.

[0167] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. The reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them. It is also possible to provide the reserved icon display area 50d but not provide the icon display area 50e, or to provide neither.

[0168] 4-3-1.Hold performance The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance can notify the player of the number of reserved special figures 1 or reserved special figures 2.

[0169] In the reserved performance, when the number of reserved special charts 1 is "0" and a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 22 (B), the icon TA is displayed in the icon display area 50e. Then, when two more game balls enter the first starting hole 11 during the special chart change performance, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, as shown in Fig. 22 (C), and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation starts, as shown in FIG. 22(D), the reserve icon HA displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".

[0170] 4-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart change performance. The notice performance is a performance using the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, input devices (normal button 40, special button 41), etc., and can suggest the result of the jackpot judgment or the result of the special chart change pattern judgment.

[0171] 4-4-1. Movable object production The pachinko game machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are operated, and functions as an effect that makes the player expect a big win.

[0172] In the movable body performance, for example, when the N reach develops into the SP reach, as shown in FIG. 23(A), the movable device on the board 55 and the movable device below the board 56 are operated, and the movable body on the board 55k and the movable body below the board 56k move so as to overlap on the display unit 50a, suggesting the development into the SP reach. At this time, an effect image is displayed in the space on the display unit 50a that does not overlap with the movable body on the board 55k and the movable body below the board 56k. After that, as shown in FIG. 23(B), the movable body on the board 55k and the movable body below the board 56k return to the normal standby state (initial position) and develop into the SP reach. This movable body performance is an example of a development performance. Note that the movable body performance is not limited to the suggestion of development into the SP reach, and can be changed or added as appropriate. Also, the operation contents of the movable device in the movable body performance can be changed or added as appropriate. Also, the movable device operated in the movable body performance can be changed as appropriate. In addition, when the performance does not progress (for example, in the case of N miss fluctuation), it is also possible to perform a moving body performance as a so-called false performance. The moving body performance is also called a moving body drive performance.

[0173] 4-4-2. Operation direction The pachinko game machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a preview performance. The operation performance is a performance that makes the player operate the normal button 40 or the special button 41, and functions as a performance that makes the player expect a big win.

[0174] In the operation presentation, for example, in the SP reach, a period (operation valid period) occurs during which the pressing operation of the input device (special button 41) is valid, and with the occurrence of this operation valid period, as shown in FIG. 24(A), a presentation (operation promotion presentation) is performed to encourage the operation of the special button 41. In the operation promotion presentation, an operation promotion image G30 is displayed on the display unit 50a. The operation promotion image G30 includes an image (special button image G31) imitating the special button 41, an image (operation method instruction image G32) showing the operation method of the special button 41 (i.e., pressing operation), and an image (valid period image G33) showing the remaining time of the operation valid period. The valid period image G33 is composed of a roughly curved progress bar, and changes over time so that the player can easily understand the remaining time of the operation valid period. Thereafter, in response to the special button 41 being pressed during the operation valid period, or after the operation valid period has elapsed without the special button 41 being operated during the operation valid period, the on-board movable device 55 is actuated, and the on-board movable body 55k moves to overlap the display unit 50a, as shown in FIG. 24(B), suggesting the likelihood of a big win. Note that the operation presentation is not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate. Also, the operation promotion presentation that encourages the operation of the operation means (operation unit) such as the special button 41 or the normal button 40 is also called an operation instruction presentation.

[0175] 4-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading performance for the special chart 1 reserve or the special chart 2 reserve for which the special chart lottery has not been performed as a notice performance. The pre-reading performance functions as a performance to suggest in advance the lottery result of the special chart lottery for the special chart 1 reserve or the special chart 2 reserve.

[0176] In the pre-reading performance, for example, when the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 22(C). Also, when the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. In this way, the pre-reading performance in which the reservation icon HA or the icon TA is displayed in a special mode (for example, "☆" in this embodiment, also called a special display mode) rather than in a normal mode ("◯" in this embodiment, also called a normal display mode) is called a reservation change performance. Also, the reservation icon HA and the icon TA are collectively called a reservation display. In this embodiment, the reservation icon HA and the icon TA are displayed as a reservation display, but it is also possible to configure it so that only the reservation icon HA is displayed and the icon TA is not displayed. In addition, the timing of the special mode of the reserved display in the reserved change performance may be when the start winning occurs, which is the trigger for the reserved display, or when the reserved display shifts (when the display area of ​​the reserved icon HA is changed), or when the special chart change (so-called the change) corresponding to the reserved display is being executed (when it is displayed as the icon TA). Also, there may be multiple types of special modes of the reserved display.

[0177] In addition, the pre-reading performance can be performed on both or either of the special chart 1 and special chart 2 reserves. In addition, the pre-reading performance is not limited to the change in the display mode of the reserve icon HA, but can be changed or added as appropriate. Examples of pre-reading performances other than the reserve change performance include so-called continuous notices.

[0178] 5. Game control by the game control microcomputer 101 Next, the control of a game by the game control microcomputer 101 will be described with reference to Figures 25 and 26. Note that counters, timers, buffers, etc. that appear in the control of a game by the game control microcomputer 101 described below are provided in the game RAM 104.

[0179] [1. Main control main processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads out the main control main processing program shown in Fig. 25 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). In the power-on processing, settings for permission to access the game RAM 104, settings for the game CPU 102, settings for the SIO, PIO, and CTC (circuit for managing interrupt time), etc. are performed.

[0180] In the power-on process (S001), the game control microcomputer 101 executes RAM clear when a signal based on a pressing operation on the RAM clear switch 191 is input. When RAM clear is executed, game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, information such as the number of reserved special figures and the result of the jackpot hit / miss judgment) is erased. This sets the game state to a normal game state (low probability low base state, low probability non-time shortening state). However, even if RAM clear is executed, the information on the total number of winning balls stored in the total number of winning balls memory unit 107a, the information on the total number of shot balls stored in the total number of shot balls memory unit 107b, and the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c are not cleared.

[0181] Following the power-on process, interrupts are prohibited (S002), and normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the counter values ​​of the various random numbers shown in Fig. 10(A) and Fig. 10(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns 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, at least a part of each random number may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.

[0182] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main side timer interrupt process (S005) is executed at a 4 msec cycle. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of the counter values ​​of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the gaming CPU 102 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).

[0183] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 26, in the main timer interrupt process (S005), first, input process (S102) is executed. In the input process (S102), the game control microcomputer 101 takes in, for example, a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.

[0184] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 25. That is, the update process of the counter values ​​of various random numbers shown in Fig. 10(A) and Fig. 10(B) is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0185] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S107). The sensor detection process, the normal action process, and the special action process will be described later.

[0186] Following the special operation process (S107), a sorting device control process (S108) is performed to control the sorting device 16D. The sorting device 16D is operated when a special game using the second big prize winning device 15D is played. However, the sorting device 16D may be operated in a constant manner from the time the power is turned on.

[0187] Next, the gaming control microcomputer 101 executes an output process (S112). In the output process (S112), the commands and the like set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each of the above processes are output to the sub-control board 120, the payout control board 170, and the like.

[0188] Thereafter, the game control microcomputer 101 executes other processes (S113) and ends the main timer interrupt process (S005). As other processes (S113), a power off monitoring process when the power is turned off, updating of a timer provided in the game RAM 104, etc. are performed. As other processes (S113), a payout control process is performed to pay out prize balls to a player. In the payout control process, a prize ball request signal is sent to the payout control board 170 in response to the entry of a game ball into each winning slot. In other words, the payout control board 170 pays out prize balls based on the prize ball request signal.

[0189] Then, the game control microcomputer 101 repeatedly executes steps S002 to S004 of the main control main processing (see FIG. 25) until the next interrupt pulse is input to the game CPU 102, and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt processing (S005).

[0190] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning hole sensor process, the gate sensor process, the second starting hole sensor process, the first starting hole sensor process, the first large winning hole sensor process, the second large winning hole sensor process, the specific area sensor process, and the outlet sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0191] In the general winning hole sensor process, it is determined whether or not a gaming ball has been detected by the general winning hole sensor 10a. Also, depending on the result of the process, a command for the general winning hole sensor is generated.

[0192] In the gate sensor process, it is determined whether or not a gaming ball has been detected by the gate sensor 13a. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (e.g., four) are stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Also, a command for the gate sensor is generated according to the result of the process.

[0193] In the second start hole sensor process, it is determined whether or not a game ball is detected by the second start hole sensor 12a. When it is determined that a game ball is detected, a special pattern 2 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 2 related random number is stored in the special pattern 2 reserved memory unit 105b provided in the gaming RAM 104. The special pattern 2 reserved memory unit 105b has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more, for example, "4"), and the acquired special pattern 2 related random numbers are stored in order from the first area. Note that, if the special pattern 2 related random numbers are stored up to the nth area, the newly acquired special pattern 2 related random number is not stored. In addition, a second look-ahead judgment is performed using the acquired special pattern 2 related random number and the second look-ahead judgment table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserved number command representing the number of special chart 2 related random numbers (special chart 2 reserved number) stored in the special chart 2 reserved memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.

[0194] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor 11a. When it is determined that a game ball is detected, a special pattern 1 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 1 related random number is stored in the special pattern 1 reserved memory unit 105a provided in the gaming RAM 104. The special pattern 1 reserved memory unit 105a has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more, for example, "4"), and the acquired special pattern 1 related random numbers are stored in order from the first area. Note that, if the special pattern 1 related random numbers are stored up to the nth area, the newly acquired special pattern 1 related random number is not stored. In addition, a first look-ahead judgment is performed using the acquired special pattern 1 related random number and the first look-ahead judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 reserved number command representing the number of special chart 1 related random numbers (special chart 1 reserved number) stored in the special chart 1 reserved memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.

[0195] In the first large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first large prize opening sensor 14a. Also, a command for the first large prize opening sensor according to the result of the process is generated.

[0196] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor 15a. Also, a command for the second large prize opening sensor according to the result of the process is generated.

[0197] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor 16a. Also, depending on the result of this process, a command for the specific area sensor is generated.

[0198] In the outlet sensor process, it is determined whether or not a gaming ball has been detected by the outlet sensor.

[0199] [2-2. Normal operation process] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0200] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is performed based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is performed based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.

[0201] The normal pattern change process is a process performed during the variable display of the normal pattern. In the normal pattern change process, the normal pattern is stopped based on the winning judgment result according to the lapse of the normal pattern change time from the start of the variable display of the normal pattern being executed. Then, a normal pattern change stop command indicating the end of the variable display of the normal pattern is generated.

[0202] The normal symbol determination process is a process performed when the normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on the lapse of a predetermined stop time (for example, 0.8 seconds) from the start of the display of the normal symbol being executed. If the winning symbol is displayed, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.

[0203] The auxiliary game control process is a process that is performed when an auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. In addition, a command for controlling the auxiliary game is generated according to the result of the process.

[0204] [2-3. Special Action Processing] In the special operation process (S107), the following processes are sequentially performed: special symbol waiting process, special symbol variation process, special symbol determination process, big win game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0205] [2-3-1. Special pattern waiting process] The special symbol standby process is a process that is performed during standby when the special symbol is not being displayed variably, not in a jackpot game state. In the special symbol standby process, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed based on the special symbol 2 related random number stored in the special symbol 2 reserved memory unit 105b, and a special symbol 2 reserved memory unit shift process is performed. In addition, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed based on the special symbol 1 related random number stored in the special symbol 1 reserved memory unit 105a, and a special symbol 1 reserved memory unit shift process is performed.

[0206] In the special chart 2 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 2 related random numbers stored in the first area of ​​the special chart 2 reserved memory unit 105b and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 2 related random numbers and the special chart 2 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern designation command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss pattern may be determined. In this case, the pattern designation command may include information indicating the type of the miss pattern.

[0207] The special chart 2 variation pattern determination process is a process performed after the special chart 2 determination process. In the special chart 2 variation pattern determination process, the special chart 2 variation pattern is determined using the special chart variation pattern random number among the special chart 2 related random numbers stored in the first area of ​​the special chart 2 reservation storage unit 105b and the special chart 2 variation pattern determination table according to the current game state. In the special chart 2 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special chart 2 variation pattern is determined according to the result of the reach determination. Note that the determination of the special chart 2 variation pattern is also associated with the number of special chart 2 related random numbers (special chart 2 reservation number) stored in the special chart 2 reservation storage unit 105b. Then, a special chart 2 variation start command representing the determined special chart 2 variation pattern is generated. The special chart 2 variation start command includes information that it is a special chart 2, information about the result of the jackpot determination, information about the result of the jackpot pattern type determination, information about the result of the reach determination, information about the special chart variation time associated with the special chart 2 variation pattern, and the like. Then, the special chart 2 display 81b starts variable display of the special chart 2 based on the special chart change time associated with the determined special chart 2 change pattern.

[0208] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted by one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were obtained. Then, a special chart 2 reserved number command that represents the special chart 2 reserved number after the process is generated.

[0209] In the special chart 1 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 1 related random numbers stored in the first area of ​​the special chart 1 reserved memory unit 105a and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 1 related random numbers and the special chart 1 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern designation command representing a miss is generated. Note that multiple types of misses may be provided, and if the result of the jackpot determination is a miss, the type of the miss pattern may be determined. In this case, the pattern designation command may include information indicating the type of the miss pattern.

[0210] The special chart 1 variation pattern determination process is a process performed after the special chart 1 determination process. In the special chart 1 variation pattern determination process, the special chart 1 variation pattern is determined using the special chart variation pattern random number among the special chart 1 related random numbers stored in the first area of ​​the special chart 1 reservation storage unit 105a and the special chart 1 variation pattern determination table according to the current game state. In the special chart 1 variation pattern determination process when the result of the jackpot determination is a miss, a reach determination is made, and the special chart 1 variation pattern is determined according to the result of the reach determination. Note that the determination of the special chart 1 variation pattern is also associated with the number of special chart 1 related random numbers (special chart 1 reservation number) stored in the special chart 1 reservation storage unit 105a. Then, a special chart 1 variation start command representing the determined special chart 1 variation pattern is generated. The special chart 1 variation start command includes information regarding the special chart 1, information regarding the result of the jackpot determination, information regarding the result of the jackpot pattern type determination, information regarding the result of the reach determination, information regarding the special chart variation time associated with the special chart 1 variation pattern, and the like. Then, the special chart 1 display 81a starts variable display of the special chart 1 based on the special chart change time associated with the determined special chart 1 change pattern.

[0211] The special drawing 1 reserved memory shift process is a process that is performed when the special drawing 1 determination process and the special drawing 1 variation pattern determination process are performed. In the special drawing 1 reserved memory shift process, the special drawing 1 related random numbers stored in the special drawing 1 reserved memory 105a are shifted one to the first area side, and the special drawing 1 related random numbers in the first area are cleared from the special drawing 1 reserved memory 105a. In this way, the special drawing 1 related random numbers are consumed in the order in which they were obtained. Then, a special drawing 1 reserved number command is generated that represents the special drawing 1 reserved number after the process.

[0212] In addition, when both the number of reserved special figures 2 and the number of reserved special figures 1 exist, the special figure 2 determination process is performed with priority, and the variable display of the special figure 2 and the variable display of the special figure 1 are not performed in parallel. In other words, when there is a reserved special figure 2, the game control microcomputer 101 does not perform the special figure 1 determination process even if there is a reserved special figure 1. In addition, the variable display of the special figure 2 and the variable display of the special figure 1 may be configured to be performed in the order of winning, or to be performed simultaneously.

[0213] [2-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated to indicate the end of the variable display of the special symbol.

[0214] [2-3-3. Special design confirmation process] The special pattern determination process is a process performed when the special pattern is stopped. In the special pattern determination process, if the currently stopped special pattern is a jackpot pattern, the game is transitioned to a jackpot game state. Then, an opening command indicating the start of a jackpot game is generated. The opening command includes information regarding the result of the jackpot pattern type determination. If the currently stopped special pattern is a losing pattern and the high probability state is to be terminated, a normal probability state is set. Then, a high probability end command indicating a transition to a normal probability state is generated. If the currently stopped special pattern is a losing pattern and the time-saving state is to be terminated, a non-time-saving state is set. Then, a time-saving end command indicating a transition to a non-time-saving state is generated. Note that if the currently stopped special pattern is a losing pattern and the number of reserved special patterns 2 and the number of reserved special patterns 1 are "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is generated.

[0215] [2-3-4. Jackpot game control processing] The jackpot game control process is a process carried out in the jackpot game state. In the jackpot game control process, a jackpot game is played according to a jackpot game control table. After transition to the jackpot game state, each round of play is started according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round game is generated. Also, an ending is started according to the end of the final round game. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot symbol type determination.

[0216] [2-3-5. Game status setting process] The game state setting process is a process performed when the jackpot game state ends. In the game state setting process, when changing from a normal probability state to a high probability state, the high probability state is set when the jackpot game state ends. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times the special chart can be displayed in a variable manner in which the high probability state can continue without winning a jackpot) is also set. Then, a high probability setting command is generated that indicates the setting of the high probability state. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set when the jackpot game state ends. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times the special chart can be displayed in a variable manner in which the time-saving state can continue without winning a jackpot) is also set. Then, a time-saving setting command is generated that indicates the setting of the time-saving state.

[0217] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.

[0218] 6. Control of the performance by the performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Fig. 27 to Fig. 29. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.

[0219] [1. Sub-control main processing] When the pachinko game machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program of the sub-control main process shown in Fig. 27 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main process first performs power-on processing in response to power-on (S4001). In the power-on processing, for example, the settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.

[0220] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values ​​of various random number counters for determining various effects are updated to make decisions regarding various effects. As an example, a method for updating the random number counters for determining various effects can be the same as the random number update process performed by the main control board 100 described above. When updating, the random number values ​​may be incremented by 2 instead of by 1. This is also the case with the random number update process performed by the main control board 100 described above.

[0221] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command displays an image on the display unit 50a according to the received command (executes various performances by image). In addition to the various performances performed by the image control board 140, the sub-control board 120 outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances by sound), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light emission performances by light emission), and operates the movable devices 55, 56, and 58 (executes various movable body performances by operation). In this way, various performances (special chart change performance, reserved performance, operation performance, pre-reading performance, other notice performances, big win game performance, customer waiting performance, control of performance mode, etc.) are realized.

[0222] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).

[0223] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S112) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).

[0224] [2.1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) is executed every time an interrupt pulse with a 1 msec period is input to the sub-control board 120. In the 1 ms timer interrupt process (S4011), as shown in Fig. 28, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are performed in that order.

[0225] In the input process, the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, is detected, and commands are set and performance data is created according to the detection result. In the light emission data output process, based on the performance data created in the input process or the performance data creation process described later, the light emission data is output to the lamp control circuit 151 so as to light up lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the performance by the image. In other words, the performance control microcomputer 121 causes the frame lamp 53 and the board lamp 54 to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, the drive data is output so as to perform a movable body performance in which the movable devices 55, 56, 58, etc. are operated at a predetermined timing based on the performance data created in the input process or the performance data creation process described later. In other words, the performance control microcomputer 121 performs a movable body performance in which the movable devices 55, 56, 58, etc. are operated in a predetermined operation mode according to the drive data. In the watchdog timer process, the reset setting of the watchdog timer is performed.

[0226] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 msec period is input to the sub-control board 120. As shown in Fig. 29, the 10 ms timer interrupt process (S4012) sequentially executes a received command analysis process (S4201), a performance timer update process (S4202), a sound control process (S4203), and a performance data creation process (S4204).

[0227] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation part such as the normal button 40 and the special button 41 are measured. In the voice control process, voice data (data for controlling the output of voice from the speaker 52) is created and output to the voice control circuit 161 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.

[0228] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a special chart fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a special chart fluctuation start command, it selects a special chart fluctuation performance performance pattern (sub-fluctuation pattern) based on the special chart fluctuation pattern indicated by the command as a processing at the time of receiving the fluctuation start command, sets information on the sub-fluctuation pattern, and sets a fluctuation performance start command including information on the sub-fluctuation pattern in the output buffer. For example, when the special chart fluctuation pattern indicated by the special chart fluctuation start command is SP fluctuation (SP big win fluctuation or SP miss fluctuation), it selects a sub-fluctuation pattern for performing SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. After that, each process (such as command transmission process (S4004), light emission data output process (S4102), movable device control process (S4103), and voice control process (S4203)) is executed to realize a special chart change performance corresponding to the selected sub-change pattern. The process flow for realizing such a performance is basically the same for other performances such as big win game performance, customer waiting performance, pre-reading performance, and so-called advance notice performance associated with the change.

[0229] 7. Features of the PY1 Pachinko Machine The characteristic features of the pachinko gaming machine PY1 will be described in detail below.

[0230] First, the image display device 50 in the pachinko game machine PY1 will be described with reference to Fig. 30. In Fig. 30, the configuration within the play area 6 is shown by solid lines, and the image display device 50 is shown by dashed lines. As shown in Fig. 30, the image display device 50 is disposed behind the play board 1 on which the play area 6 is formed, and the size of the display unit 50a of the image display device 50 is larger than the size of the play area 6 when viewed from the front. In other words, the display unit 50a extends above, below, left, and right of the rail members such as the outer wall portion 1C and the inner wall portion 1B that divide the play area 6.

[0231] The game board 1 is fitted with an outer wall 1C, an inner wall 1B, a center frame 61, a first start winning device 11D, an electric chute 12D, a gate 13, a first large winning device 14D, a second large winning device 15D, and a device having a general winning port 10, and each of these parts and the game board 1 itself are made of colorless and transparent synthetic resin material. Therefore, even from the front of the game board 1, the player can clearly see the image displayed on the display unit 50a located at the rear of the game board 1.

[0232] Next, a big win determination table in the pachinko gaming machine PY1 will be described. The game control microcomputer 101 of the pachinko gaming machine PY1 performs a big win determination (a drawing of special chart 1 and a drawing of special chart 2) according to the big win determination table shown in FIG.

[0233] As shown in FIG. 31, the results of the lottery for special chart 1 based on the ball entering the first starting hole 11 include a big win and a miss, and the results of the lottery for special chart 2 based on the ball entering the second starting hole 12 include a big win and a small win. Specifically, the game control microcomputer 101 judges the lottery for special chart 1 to be a big win with a probability of about 1 / 300, and judges the rest as a miss. On the other hand, in the lottery for special chart 2, it judges the lottery for big win with the same probability as the lottery probability for special chart 1, and judges the rest as a small win. In other words, the lottery for special chart 1 will never be judged as a small win, and the lottery for special chart 2 will never be judged as a miss.

[0234] When a small prize is won, the game control microcomputer 101 executes a small prize game that opens the second large prize opening 15. When a game ball passes through a specific area 16 (see FIG. 3) in the second large prize opening 15 during the small prize game, a big prize game that opens the first large prize opening 14 is executed. A big prize game based on the passage of a game ball through the specific area 16 (called a V prize) is called a type 2 big prize game. In contrast, a big prize game based on a lottery for special chart 1 or special chart 2 that determines that a big prize has been won is called a type 1 big prize game. The pachinko game machine PY1 of this embodiment is a so-called type 1 / 2 mixed machine that can execute a type 1 big prize game and a type 2 big prize game. Both the big prize game and the small prize game are examples of special games. In addition, the pachinko game machine PY1 of this form can store up to four special chart 1 reserves, but cannot store special chart 2 reserves or normal chart reserves. The upper limit number of each reserve can be changed as appropriate within the range that does not interfere with the game.

[0235] Next, the jackpot games (type 1 jackpot games, type 2 jackpot games) that can be executed by the game control microcomputer 101 of the pachinko game machine PY1 will be explained. The game control microcomputer 101 can execute various jackpot games (jackpot games 1 to 7) shown in the jackpot game control table of Fig. 32. Jackpot games 1 to 4 are type 1 jackpot games based on winning a jackpot symbol, and jackpot games 5 to 7 are type 2 jackpot games based on winning a small jackpot symbol and winning a V during a small jackpot game.

[0236] As shown in Fig. 32, the game control microcomputer 101 can determine either "jackpot symbol 1" or "jackpot symbol 2" in the winning symbol type determination when it determines that a jackpot has been won in the jackpot determination in the special symbol 1 determination process (special symbol determination process based on winning at the first starting hole 11). More specifically, the game control microcomputer 101 determines "jackpot symbol 1" at a rate of 60% and "jackpot symbol 2" at a rate of 40%.

[0237] In addition, the game control microcomputer 101 can determine the type of winning symbol when determining that a jackpot has been won in the special symbol 2 determination process (special symbol determination process based on winning at the second starting hole 12) to be either "jackpot symbol 3" or "jackpot symbol 4." More specifically, the game control microcomputer 101 determines the "jackpot symbol 3" at a rate of 60% and the "jackpot symbol 4" at a rate of 40%.

[0238] Then, the game control microcomputer 101 executes a jackpot game according to the type of the determined jackpot symbol. Specifically, in the "jackpot game 1" executed when the "jackpot symbol 1" is determined, and the "jackpot game 2" executed when the "jackpot symbol 2" is determined, 10 round games are played. Then, from the 1st round to the 4th round, the first jackpot winning hole 14 is opened for a maximum of 29.5 seconds per round game, and from the 5th round to the 10th round, the first jackpot winning hole 14 is opened for a maximum of 0.1 seconds per round game. From the 5th round to the 10th round of this jackpot game, the opening time of the first jackpot winning hole 14 is extremely short, and it is a round in which winning in the first jackpot winning hole 14 is not expected in reality. In other words, although the total number of round games in this jackpot game is 10, the actual number of round games is 4.

[0239] In the "jackpot game 3" which is executed when the "jackpot symbol 3" is determined, and in the "jackpot game 4" which is executed when the "jackpot symbol 4" is determined, 10 rounds of play are played. In all of the 1st round to the 10th round, the first big prize winning port 14 is opened for a maximum of 29.5 seconds per round. In other words, the total number of rounds and the actual number of rounds in this jackpot game are 10.

[0240] Therefore, it can be said that "jackpot game 3" and "jackpot game 4", which have an actual number of rounds of play of 10, are jackpot games that are more advantageous to the player than "jackpot game 1" or "jackpot game 2", which have an actual number of rounds of play of 4, and it can be said that the jackpot game state in which "jackpot game 3" or "jackpot game 4" is played is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 1" or "jackpot game 2" is played.

[0241] In addition, the game control microcomputer 101 can determine the type of winning symbol when determining that a small win has been won in the big win determination in the special symbol 2 determination process (special symbol determination process based on winning at the second starting hole 12) to be any of "small win symbol 1," "small win symbol 2," or "small win symbol 3." More specifically, the game control microcomputer 101 determines "small win symbol 1" at a rate of 70%, "small win symbol 2" at a rate of 10%, and "small win symbol 3" at a rate of 20%.

[0242] A small win game executed when small win pattern 1 is determined is called "small win game 1", and a big win game executed based on passing through the specific area 16 in small win game 1 (V winning) is called "big win game 5". A small win game executed when small win pattern 2 is determined is called "small win game 2", and a big win game executed based on passing through the specific area 16 in small win game 2 (V winning) is called "big win game 6". A small win game executed when small win pattern 3 is determined is called "small win game 3", and a big win game executed based on passing through the specific area 16 in small win game 3 (V winning) is called "big win game 7".

[0243] In the small prize games 1 to 3, the second large prize opening 15 is opened for 0.1 seconds 15 times. Between each opening, a closing time of 0.1 seconds is provided. The opening time of the second large prize opening 15 in the small prize games 1 to 3 is short at a maximum of 1.5 seconds (0.1 seconds x 15 times), but since the 0.1 second opening is repeated 15 times with a closing time of 0.1 seconds in between, the player can make the maximum number of winning balls in the small prize game (10 balls in this embodiment) enter the second large prize opening 15 during this time. In addition, in this embodiment, the operation pattern of the distribution member 16k that opens and closes the specific area 16 is common to the small prize games 1 to 3, and this common operation pattern is an operation pattern in which passage to the specific area 16 (V winning) always occurs during the small prize game as long as the player continues to hit the right correctly. In other words, in this embodiment, if a small prize is won, it is possible to execute the big prize game as long as the player plays correctly.

[0244] When a V win occurs in the small win games 1 to 3, the big win games 5 to 7 are executed. The big win games 5 to 7 are each composed of a round game of 9R. When a V win occurs in the small win game, the small win game is counted as the 1st round. Therefore, as a big win game based on a V win, a round game of 9R from the 2nd round to the 10th round is executed. Each of these 9R round games is a round game in which the first big win opening 14 is opened for a maximum of 29.5 seconds, and a closing time of 2.0 seconds is provided between each round game. During the opening of the first big win opening 14 for a maximum of 29.5 seconds, the player can enter the first big win opening 14 with the maximum number of winning balls (10 balls in this embodiment) in one round game. In this way, in this embodiment, when a small win is won, a total of 10R worth of prize balls can be acquired during the small win game and the two-type big win game.

[0245] Next, the game state that the game control microcomputer 101 can control will be described. When the game control microcomputer 101 executes any one of the jackpot games "jackpot game 1" based on the jackpot symbol 1, "jackpot game 3" based on the jackpot symbol 3, "jackpot game 5" based on the small jackpot symbol 1, or "jackpot game 6" based on the small jackpot symbol 2, the game control microcomputer 101 sets the game state after the jackpot game to the time-saving state (high base state). On the other hand, when the game control microcomputer 101 executes any one of the jackpot games "jackpot game 2" based on the jackpot symbol 2, "jackpot game 4" based on the jackpot symbol 4, or "jackpot game 7" based on the small jackpot symbol 3, the game control microcomputer 101 sets the game state after the jackpot game to the non-time-saving state (low base state). The probability of winning a jackpot does not change whether it is in the non-time-saving state or the time-saving state. In other words, the pachinko game machine PY1 of this embodiment is not set to the high probability state.

[0246] In the pachinko game machine PY1 of this form, the winning probability in the normal drawing, the normal drawing variation time, and the opening pattern of the electric chute 12D are set so that the drawing of the special drawing 2 is not performed in the non-time-saving state, and the drawing of the special drawing 2 is easily performed in the time-saving state. Therefore, when the non-time-saving state is entered upon the end of the jackpot game, the player plays the game aiming at winning the first starting hole 11 by hitting the left hand, and when the time-saving state is entered upon the end of the jackpot game, the player plays the game aiming at winning the second starting hole 12 by hitting the right hand. The end condition of the time-saving state is that either the variable display of the special drawing is performed 100 times (time-saving number of 100 times) or the jackpot game is executed, regardless of the type of jackpot game after the game. In this form, the result of the drawing of the special drawing 2 is always a small win or a big win, and when a small win is won, the two-type jackpot game can always be executed. Therefore, the control to the time-saving state upon the end of a big win game means that the next big win game is confirmed.

[0247] In this embodiment, the content of the performance during the big win game is determined based on the type of winning symbol that was won. For example, in a two-type big win game (big win game 6) based on the small win symbol 2, it may be made to look as if the game will be controlled to a non-time-saving state after the end of the big win game until the end of the final round of round play, and in the ending (ED) of the big win game, it may be announced that the game will be controlled to a time-saving state. This ending performance (ED performance) is called a revival ED performance.

[0248] In this manner, in this embodiment, "jackpot game 1", "jackpot game 3", "jackpot game 5", or "jackpot game 6", which is subsequently set to the time-shortened state, can be said to be a jackpot game more advantageous to the player than "jackpot game 2", "jackpot game 4", or "jackpot game 7", which is subsequently set to the non-time-shortened state. Also, the jackpot game state in which "jackpot game 1", "jackpot game 3", "jackpot game 5", or "jackpot game 6" is executed can be said to be a game state more advantageous to the player than the jackpot game state in which "jackpot game 2", "jackpot game 4", or "jackpot game 7" is executed.

[0249] In addition, the big win gaming state can be said to be a gaming state that is more advantageous to the player than the normal gaming state (non-time-saving state) regardless of the type of big win symbol or small win symbol. In this specification, a gaming state that is advantageous to the player may be referred to as an advantageous gaming state or an advantageous state.

[0250] Next, the variation pattern determination of the special chart 1 in the non-time-saving state will be described. In the non-time-saving state, the game control microcomputer 101 determines the variation pattern of the special chart 1 using the variation pattern determination table of the special chart 1 shown in FIG.

[0251] In the special chart 1 variation pattern determination process when the time-saving state is set, the game control microcomputer 101 determines the special chart 1 variation pattern based on the result of the jackpot determination (special chart determination) performed in the special chart 1 determination process, the result of the reach determination, and the special chart variation pattern random number. More specifically, as shown in FIG. 33, when the game control microcomputer 101 determines that the jackpot has been won in the jackpot determination, it can determine any one of "THP001" to "THP003" as the special chart 1 variation pattern, whether it is "jackpot pattern 1" or "jackpot pattern 2". The special chart 1 variation pattern to be determined is allocated according to the special chart variation pattern random number. The allocation rate is as shown in FIG. 33. The allocation rate (selection rate) of the special chart variation pattern can be changed as appropriate within a range that does not interfere with the game. This is the same for special chart variation patterns other than "THP001" to "THP003".

[0252] In addition, when the game control microcomputer 101 judges that the jackpot is a miss in the jackpot judgment and the result of the reach judgment is "reach", it is possible to determine one of "THP021" to "THP023" as the special chart 1 variation pattern.

[0253] In addition, when the game control microcomputer 101 judges that the jackpot is a miss in the jackpot judgment and the result of the reach judgment is "no reach", it is possible to determine either "THP041" or "THP042" as the special chart 1 variation pattern. Which of these special chart 1 variation patterns is determined is allocated according to the number of reserved special charts 1. When the number of reserved special charts 1 is 0 to 2, a special chart variation pattern with a relatively long special chart variation time is likely to be determined, and when the number of reserved special charts 1 is 3 to 4, a special chart variation pattern with a relatively short special chart variation time is likely to be determined.

[0254] Here, the special chart 1 variation pattern "THP001" is a variation (direct SP jackpot variation) in which the SP reach starts suddenly as soon as the variation display of the performance patterns EZ1, EZ2, and EZ3 starts, and as a result of the SP reach, a successful performance (winning notification performance) is executed. Also, the special chart 1 variation pattern "THP002" is a variation (normal SP jackpot variation) in which, when the variation display of the performance patterns EZ1, EZ2, and EZ3 starts, it progresses to the SP reach via the N reach, and as a result of the SP reach, a successful performance (winning notification performance) is executed. Also, the special chart 1 variation pattern "THP003" is a variation (N jackpot variation) in which a winning is announced in the N reach, and it ends without progressing to the SP reach.

[0255] In addition, the special chart 1 variation pattern "THP021" is a variation (direct SP miss variation) in which an SP reach suddenly starts as soon as the variation display of the performance patterns EZ1, EZ2, and EZ3 starts, and a failure performance (losing notification performance) is executed as a result of the SP reach. In addition, the special chart 1 variation pattern "THP022" is a variation (normal SP miss variation) in which, when the variation display of the performance patterns EZ1, EZ2, and EZ3 starts, it progresses to an SP reach via an N reach, and a failure performance (losing notification performance) is executed as a result of the SP reach. In addition, the special chart 1 variation pattern "THP023" is a variation (N miss variation) in which a loss is announced in the N reach, and it ends without progressing to an SP reach.

[0256] In addition, the special chart 1 variation pattern "THP041" is a "normal A miss variation" in which the variation ends in 16 seconds without the performance patterns EZ1, EZ2, and EZ3 becoming reach, and "THP042" is a "normal B miss variation" in which the variation ends in 5 seconds without the performance patterns EZ1, EZ2, and EZ3 becoming reach. Note that a reach is a state in which there is only one performance pattern remaining among multiple performance patterns, and depending on which of the performance patterns displayed in a variable manner stops, it is a state in which the combination of performance patterns (for example, the "7↓7" state) indicates a game state advantageous to the player (for example, a jackpot game state).

[0257] In this embodiment, as shown in FIG. 33, when a jackpot is won (in the case of jackpot fluctuation), the direct SP jackpot fluctuation (special chart fluctuation pattern THP001) is selected at a rate of 45%, the normal SP jackpot fluctuation (special chart fluctuation pattern THP002) is selected at a rate of 45%, and the N jackpot fluctuation (special chart fluctuation pattern THP003) is selected at a rate of 10%. In contrast, when a miss occurs (in the case of miss fluctuation), the direct SP miss fluctuation (special chart fluctuation pattern THP021) is selected at a rate of 2%, the normal SP miss fluctuation (special chart fluctuation pattern THP022) is selected at a rate of 28%, and the N miss fluctuation (special chart fluctuation pattern THP023) is selected at a rate of 70%. For this reason, the SP reach functions as a performance with a higher expectation of a jackpot than the N reach, and the fluctuation performance in which the SP reach starts immediately functions as a performance with a higher expectation of a jackpot than the fluctuation performance in which the SP reach starts via the N reach. In addition, the rate at which the SP reach is immediately selected in the case of a miss is extremely low at 2% when it is determined that there is a reach. Therefore, the SP reach is more likely to catch the player's eye than the SP reach is more likely to catch the player's eye than the SP reach is more likely to catch the player's eye.

[0258] Here, the special chart change time for the direct SP change (direct SP jackpot change, direct SP miss change) and the special chart change time for the normal SP change (normal SP jackpot change, normal SP miss change) are both set to the same time of 109 seconds. Using this same length of special chart change time, the normal SP change is performed, a reach is formed by the normal change, and the N reach develops into an SP reach, while the direct SP change is performed in a performance flow in which the SP reach starts immediately with the start of the change performance (the start of the change display of the performance patterns EZ1, EZ2, EZ3). The execution route of the SP reach that develops into an SP reach after showing the performance patterns EZ1, EZ2, EZ3 to be a reach is called the "normal SP route". In contrast, the execution route of the SP reach that performs an SP reach in response to the start of the change without showing the performance patterns EZ1, EZ2, EZ3 to be a reach is called the direct SP route.

[0259] In this embodiment, the SP reach includes an SP reach (front stage) and an SP reach (back stage). The SP reach (front stage) is also called a front stage SP reach, and the SP reach (back stage) is also called a back stage SP reach. The SP reach is an example of a specific performance, the back stage SP reach is an example of a first performance, and the front stage SP reach is an example of a second performance. The front stage SP reach has the background leading to the back stage SP reach (a story that leads to the performance content of the back stage SP reach) as its performance content. In normal SP fluctuation, only the back stage SP reach is executed as the SP reach, and in direct SP fluctuation, the back stage SP reach is executed after the front stage SP reach is executed.

[0260] Specifically, the SP reach is a battle reach in which a battle takes place between a main character (knight) and an enemy character. The later stage SP reach begins with a scene in which the main character and the enemy character start battling. The later stage SP reach includes a win / lose branch, and branches into a success effect (victory effect) in which the main character triumphs over the enemy character, or a failure effect (defeat effect) in which the main character is defeated by the enemy character. The success effect functions as an effect suggesting to the player that he or she has won a jackpot. The failure effect functions as an effect suggesting to the player that he or she has not won a jackpot. The success effect (victory effect) is an example of a success mode, and the failure effect (defeat effect) is an example of a failure mode.

[0261] In contrast, the early SP reach depicts the growth process of the main character until he becomes a knight who can fight the enemy characters. The early SP reach does not include a win / lose branch. By watching the early SP reach and the late SP reach in succession, the player can gain a deeper understanding of the characters appearing in the late SP reach, and can also understand the background that led to the presentation of the late SP reach.

[0262] In this form, the probability that the direct SP variation is selected when losing is extremely low (see FIG. 33), so there is a high possibility that the back SP reach will have been executed several times before the front SP reach is executed. Therefore, since the player sees the front SP reach after seeing the back SP reach several times, a special feeling is created in the direct SP variation performance consisting of the front SP reach and the back SP reach, and it is possible to improve the interest of the SP reach compared to a gaming machine that can simply execute only the back SP reach part as the SP reach.

[0263] In addition, in this embodiment, the SP reach, which has a long presentation length consisting of the front SP reach and the back SP reach, is executed at the start of the presentation without showing the reach being established in the presentation. This makes it possible to suppress the time for the direct SP change to the same extent as the time for the normal SP change (both 109 seconds in the embodiment). In other words, even if a long story is shown in the SP reach, it is not necessary to set an unnecessarily long time for the change. This makes it possible to prevent situations such as disappointment when a miss is announced after an excessively long presentation, and suppress a decline in interest in the game.

[0264] In addition, in the case of direct SP fluctuation, the SP reach starts immediately with the start of the fluctuation performance, so it gives a strong surprise to players who think that the SP reach is executed in a developed manner after the performance patterns EZ1, EZ2, and EZ3 become reach, and makes them look forward to a big win, which is expected to increase the interest.

[0265] Next, the variation performance of the direct SP route will be explained in more detail based on FIG. 34 to FIG. 37. FIG. 34 is a timing chart comparing the configuration of the variation performance in the normal SP route with the configuration of the variation performance in the direct SP route. As shown in FIG. 34(A), in the variation performance related to the normal SP route, first, normal variation (variation display of the performance symbols EZ1, EZ2, EZ3) is performed, and the performance symbols EZ1, EZ2, EZ3 become reach. The process in which the performance symbols EZ1, EZ2, EZ3 become reach is shown to the player in the form that the left performance symbol EZ1 first stops at a certain symbol (for example, 7 symbol), and then the right performance symbol EZ3 stops at the same symbol (7 symbol) as the stopped left performance symbol EZ1. The performance that shows the performance symbols EZ1, EZ2, EZ3 becoming reach is called reach formation performance (reach establishment performance). When the performance patterns EZ1, EZ2, and EZ3 reach, the N reach performance will be performed, and it will develop into a later SP reach. From the start of the variation performance to the start of the later SP reach, it takes 0 to 29 seconds out of the 109 seconds of the special chart variation time of the normal SP variation, and from the start of the later SP reach to the end of the variation performance, it takes 29 to 109 seconds out of the 109 seconds of the special chart variation time of the normal SP variation. The timing of the win / loss branch (success / fail branch) in the SP reach is the point 99 seconds have passed since the start of the variation.

[0266] On the other hand, in the variation performance related to the direct SP route, as shown in FIG. 34(B), the front SP reach is performed immediately with the start of the variation performance, and the rear SP reach is performed following the end of the front SP reach. In other words, in the variation performance of the direct SP route, the SP reach starts suddenly without a performance (reach formation performance) that shows the performance patterns EZ1, EZ2, and EZ3 becoming reach. The front SP reach is performed from 0 to 29 seconds out of the 109 seconds of the special chart variation time of the direct SP variation, and the start of the rear SP reach from the start of the variation performance to the end of the variation performance is performed from 29 to 109 seconds out of the 109 seconds of the special chart variation time of the direct SP variation. The timing of the win / loss branch (success / fail branch) in the SP reach is the point where 99 seconds have passed since the start of the variation. In other words, the start timing of the rear SP reach and the subsequent performance configuration are the same for both the variation performance of the direct SP route and the variation performance of the normal SP route, and the difference between the two variation performances is the configuration from the start of the variation to 29 seconds.

[0267] Next, an example of the execution of the variation performance of the direct SP route in the pachinko game machine PY1 will be described with reference to Figs. 35 to 37. Fig. 35 shows the start of the variation performance from the end of the front stage SP reach, and Figs. 36 and 37 show the start of the back stage SP reach from the end of the variation performance. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance (normal variation, N reach, SP reach, etc.) that constitutes the special chart variation performance, and can execute a light emission performance using the frame lamp 53 and the board lamp 54, a sound performance using the speaker 52, a movable body performance using the movable devices 55, 56, 58, an operation performance using the input device (normal button 40, special button 41), etc. according to the display of the performance image.

[0268] In the variable performance of the direct SP route, as shown in FIG. 35(A)(B), as soon as the variable display of the performance symbols EZ1, EZ2, and EZ3 starts, "Direct SP" is displayed in white letters on a solid black background. This indicates to the player that the SP reach has started. When displaying the letters "Direct SP", the performance control microcomputer 121 displays both the left performance symbol EZ1 and the right performance symbol EZ3 as 7 symbols. This also allows the player to recognize that the performance that has started is a reach performance because the performance symbols are reach. The display of the left performance symbol EZ1 and the right performance symbol EZ3 continues until the end of the SP reach. In this way, in the variable performance of the direct SP route, the process of the performance symbols EZ1, EZ2, and EZ3 becoming reach is not shown at all, and an image suggesting the start of the SP reach (the letter image of Direct SP) and the performance symbol in the reach state are suddenly displayed together with the start of the variable performance (FIG. 35(B)).

[0269] Next, the performance control microcomputer 121 displays on the display unit 50a a scene in which the infant protagonist character is playing with a stuffed toy (Fig. 35(C)), and then displays a scene in which the protagonist character, now a little older, is interested in a toy sword (Fig. 35(D)). Then, a scene in which the protagonist character, now a young man, devotes himself to swordsmanship training (Fig. 35(E)(F)), and then displays a scene in which the protagonist character grows even more and becomes a fine knight (Fig. 35(G)(H)). This series of performances shown in Fig. 35(B)-(H) is the early SP reach. This early SP reach allows the player to learn about events that occurred earlier in time than the performance content of the later SP reach that will be executed afterwards.

[0270] When the first stage SP reach ends, the performance control microcomputer 121 subsequently starts the second stage SP reach. The performance content of the second stage SP reach is the same as that of the normal route variable performance. In the second stage SP reach, first, the words "Defeat enemy X!" are displayed (Fig. 36(A)), followed by an image indicating that a battle between the main character and the enemy character (enemy X) is about to begin (Fig. 36(B)). After that, a battle scene between the main character and the enemy character is displayed. As a battle scene, a scene in which the main character uses a technique is displayed (Fig. 36(C)), or a scene in which the enemy character uses a technique is displayed (Fig. 36(D)).

[0271] Finally, a scene in which the main character and the enemy character compete against each other is displayed (FIG. 37(A)), and the game reaches a winning or losing branch (success or failure branch). In the winning or losing branch, an operation effect is performed to encourage the player to operate the normal button 40, superimposed on the scene in which the main character and the enemy character compete against each other (FIG. 37(B)). If the player operates the normal button 40 within the operation effective period of this operation effect, or if the operation effective period has elapsed without the normal button 40 being operated, if it is an SP reach based on a big win fluctuation (a later stage SP reach), a winning effect showing a scene in which the main character wins is displayed (FIG. 37(C)). Then, following the winning effect, the game returns to the background image (daytime normal background image G102) before the SP reach is executed, and the performance symbols EZ1, EZ2, and EZ3 are definitely displayed as a double number (a stopping pattern indicating a big win), and the small symbols KZ1, KZ2, and KZ3 are displayed as a double number (FIG. 37(D)). On the other hand, if it is an SP reach based on a miss variation (second stage SP reach), a defeat effect showing a scene in which the main character is defeated is displayed (Fig. 37(E)). Then, following the defeat effect, the background image before the SP reach is executed (daytime normal background image G102) is returned to, and the effect symbols EZ1, EZ2, and EZ3 are definitely displayed as a reach miss (stop mode indicating a miss), and the small symbols KZ1, KZ2, and KZ3 are displayed as a miss (Fig. 37(F)).

[0272] In this manner, in this embodiment, the SP reach consisting of the front stage SP reach shown in Figures 35(B)-(H) and the rear stage SP reach shown in Figures 36 and 37 may start from the start of the variable performance (Figure 34(B)). Therefore, compared to a gaming machine in which the SP reach that simply performs a battle scene can only be performed via the N reach, it is possible to provide high interest in terms of the unexpectedness of the execution timing of the SP reach and the richness of the performance content of the SP reach.

[0273] Next, a count-up timer effect (CU timer effect) that can be executed by the pachinko game machine PY1 will be described. The pachinko game machine PY1 can execute a CU timer effect as a notice effect that suggests the probability of a big win, in conjunction with a variable effect based on a lottery of the special chart 1 in a non-time-saving state. The CU timer effect (an example of a progress effect) is an effect in which an image representing a timer (timer image G50, see FIG. 39) is displayed on the display unit 50a, and the displayed value (timer value) of the timer is counted up from zero ("00") to a target value. In this embodiment, the target value of the CU timer effect is "99". The timer value "00" represents 0 seconds, and the timer value "99" represents 99 seconds. The timer value is incremented by 1 every second. The timer value "99" is an example of a predetermined mode.

[0274] Fig. 34(C) is a timing chart showing the composition of the CU timer effect. As shown in Fig. 34(A)-(C), in the CU timer effect, the timer value starts counting up with the start of the fluctuation effect. In a fluctuation in which a later stage SP reach is made, the win / lose branch (success / failure branch) occurs 99 seconds after the start of the fluctuation. When the CU timer effect is made in conjunction with a fluctuation effect of a direct SP fluctuation or a normal SP fluctuation, the timing when the timer value of the CU timer effect reaches "99" coincides with the timing when the win / lose branch (success / failure branch) occurs in the later stage SP reach.

[0275] Here, the CU timer performance may end when the timer value reaches "99" or may end without reaching "99". The CU timer performance in which the timer value reaches "99" may be executed in a jackpot fluctuation (a fluctuation based on the judgment result of a jackpot winning), but it is not executed in a miss fluctuation (a fluctuation based on the judgment result of a miss). In other words, the timer value reaching "99" functions as a notification of a jackpot winning. In this embodiment, the timing at which the timer value reaches "99" is before the result of the win / lose branch (success / fail branch) is shown in the latter stage SP reach. Therefore, when a CU timer performance in which the timer value reaches "99" is performed in conjunction with a fluctuation performance including an SP reach, the player can recognize the jackpot winning by the CU timer performance.

[0276] As shown in FIG. 34(C), during the execution of the CU timer performance, an end prompting performance is executed at a predetermined timing to prompt the end of the performance. Specifically, in the CU timer performance, a timer image G50 representing a timer and a mini character image G60 representing a predetermined character (mini character A) flying while holding the timer are displayed (see FIG. 39). The end prompting performance is a performance that shows the mini character A about to drop the timer (see FIG. 39(D) and FIG. 39(F)). If the end prompting performance is executed but the CU timer performance is continued, the mini character A is shown holding on without dropping the timer (see FIG. 39(E)). In contrast, if the end prompting performance is executed to end the CU timer performance, the mini character A is shown dropping the timer (see FIG. 39(G)).

[0277] In the CU timer performance, cases where the timer value ends without reaching "99" include a case where the timer value counts up to "18" and ends, a case where the timer value counts up to "35" and ends, and a case where the timer value counts up to "70". In other words, in this form, an end prompting performance that prompts the end of the CU timer performance can be performed three times before the timer value reaches "0" to "99" in the CU timer performance. The player does not know when the CU timer performance will end. This is a major difference from a type of timer performance that counts down from a certain value to zero.

[0278] If the timer value in the CU timer performance ends without reaching "99", after mini-character A drops the timer, the timer image G50 is hidden and a suggestion performance is executed to suggest the likelihood of a jackpot (see Figures 40(A)(B)). The suggestion performance is a performance that suggests the likelihood of a jackpot by displaying a specified character. In this embodiment, the characters displayed as the suggestion performance have three types: "···.", "Opportunity," and "Passion."

[0279] Fig. 38 is a lottery table for executing a CU timer effect. Based on the table shown in Fig. 38, the effect control microcomputer 121 determines whether or not to execute a CU timer effect, and the effect mode when executed (for example, until how many seconds the timer value reaches, and which characters to display as a suggestive effect, etc.). Specifically, in the lottery for executing a CU timer effect, when the special chart fluctuation pattern indicated by the special chart 1 fluctuation start command received from the game control microcomputer 101 is a "Direct SP Big Win Fluctuation" (THP001), the effect control microcomputer 121 determines to execute a CU timer effect with a probability of 40%, and as to the breakdown thereof, selects a mode in which the timer value count-up ends at "35" and the word "opportunity" is displayed (referred to as "35 seconds + opportunity") with a probability of 40%, and ...%. the mode in which the timer value ends at "35" and displays the word "heat" (called "35 seconds + heat") is selected 6% of the time, the mode in which the timer value counts up to "70" and displays the word "opportunity" (called "70 seconds + opportunity") is selected 4% of the time, the mode in which the timer value counts up to "70" and displays the word "heat" (called "70 seconds + heat") is selected 16% of the time, and the mode in which the timer value counts up to "99" (called "99 seconds") is selected 10% of the time.

[0280] In addition, when the special chart fluctuation pattern indicated by the special chart 1 fluctuation start command received from the game control microcontroller 101 is the "normal SP jackpot fluctuation" (THP002), the performance control microcontroller 121 decides to execute the CU timer performance 40% of the time, and the details thereof are as follows: the mode in which the timer value count-up ends at "18" and displays the word "opportunity" (called "18 seconds + opportunity") is selected 2% of the time, the mode in which the timer value count-up ends at "18" and displays the word "heat" (called "18 seconds + heat") is selected 2% of the time, the mode in which the timer value count-up ends at "18" and displays the word "heat" (called "18 seconds + heat") is selected 3% of the time, the mode in which the "35 seconds + opportunity" is selected 3% of the time, the mode in which the "35 seconds + heat" is selected 5% of the time, the mode in which the "70 seconds + opportunity" is selected 3% of the time, the mode in which the "70 seconds + heat" is selected 15% of the time, and the mode in which the "99 seconds" is selected 10% of the time.

[0281] In addition, when the special chart fluctuation pattern indicated by the special chart 1 fluctuation start command received from the game control microcomputer 101 is "N jackpot fluctuation" (THP003), the performance control microcomputer 121 decides to execute the CU timer performance at a rate of 20%, and as a breakdown, selects the mode in which the timer value count-up ends at "18" and the characters "···" are displayed (called "18 seconds + ···") at a rate of 2%, and selects the mode of "18 seconds + good opportunity" at a rate of 18%. Note that since the fluctuation time of the N jackpot fluctuation is 29 seconds, the CU timer performance in which the timer value is 35 seconds or more is never selected.

[0282] In addition, when the special chart fluctuation pattern indicated by the special chart 1 fluctuation start command received from the game control microcontroller 101 is the "straight SP miss fluctuation" (THP021), the presentation control microcontroller 121 decides to execute the CU timer presentation with a probability of 20%, with the breakdown being as follows: the "35 seconds + opportunity" mode is selected with a probability of 10%, the "35 seconds + heat" mode is selected with a probability of 4%, the "70 seconds + opportunity" mode is selected with a probability of 4%, and the "70 seconds + heat" mode is selected with a probability of 2%.

[0283] In addition, when the special chart fluctuation pattern indicated by the special chart 1 fluctuation start command received from the game control microcontroller 101 is "normal SP miss fluctuation" (THP022), the presentation control microcontroller 121 decides to execute the CU timer presentation with a probability of 20%, with the breakdown being as follows: the "18 seconds + opportunity" mode is selected with a probability of 8%, the "18 seconds + heat" mode is selected with a probability of 2%, the "35 seconds + opportunity" mode is selected with a probability of 5%, the "35 seconds + heat" mode is selected with a probability of 2%, the "70 seconds + opportunity" mode is selected with a probability of 2%, and the "70 seconds + heat" mode is selected with a probability of 1%.

[0284] In addition, when the special chart fluctuation pattern indicated by the special chart 1 fluctuation start command received from the game control microcomputer 101 is "N miss fluctuation" (THP023), the performance control microcomputer 121 decides to execute the CU timer performance at a rate of 10%, and as a breakdown, selects the "18 seconds +...." mode at a rate of 8% and the "18 seconds + good opportunity" mode at a rate of 2%. Note that since the fluctuation time of the N miss fluctuation is 29 seconds, a CU timer performance with a timer value of 35 seconds or more is not selected. In addition, in the case of a miss fluctuation (THP021-023), a CU timer performance with the "99 seconds" mode is not executed.

[0285] In addition, if the special chart fluctuation pattern indicated by the special chart 1 fluctuation start command received from the game control microcontroller 101 is "normal A miss fluctuation" (THP041) or "normal B miss fluctuation" (THP042), the performance control microcontroller 121 will not execute the CU timer performance.

[0286] In this embodiment, the CU timer performance of the "99 seconds" mode may be executed only based on either the direct SP jackpot fluctuation or the normal SP jackpot fluctuation. Therefore, the timer value reaching "99" in the CU timer performance functions as a notification of winning the jackpot. In addition, in the SP jackpot fluctuation, the timer value is likely to be counted up to a large value, and in the SP miss fluctuation, the timer value is unlikely to be counted up to a large value. Therefore, the CU timer performance is a performance that suggests a high jackpot expectation as it counts up to a large value (in other words, the slower the performance ends). In addition, the suggestive performance of "···" may be selected in the N fluctuation (N jackpot fluctuation, N miss fluctuation), but is not selected in the SP fluctuation (direct SP jackpot fluctuation, normal SP jackpot fluctuation, direct SP miss fluctuation, normal SP miss fluctuation). Therefore, the suggestive performance of "···" functions as a performance that suggests that the fluctuation performance will end with an N reach. Also, in the case of a jackpot fluctuation, when the CU timer effect ends without counting up to "99", "heat" is more likely to be selected than "···" or "opportunity", and "opportunity" is more likely to be selected than "···". On the other hand, in the case of a loss fluctuation, when the CU timer effect ends without counting up to "99", "heat" is less likely to be selected than "···" or "opportunity", and "opportunity" is less likely to be selected than "···". Therefore, the jackpot expectancy of each character in the suggestive effect is in the following relationship: "heat" > "opportunity" > "···".

[0287] Next, an example of the CU timer performance in the pachinko game machine PY1 will be described with reference to Fig. 39 to Fig. 41. Fig. 39 and Fig. 40 show a case where the CU timer performance of "35 seconds + good chance" is performed in conjunction with the variable performance of the normal SP route. Fig. 41 shows a case where the CU timer performance of "99 seconds" is performed.

[0288] When the CU timer performance is executed, as shown in Fig. 39(A)(B), when the variable display of the performance symbols EZ1, EZ2, and EZ3 starts, a timer image G50 and a mini character image G60 are displayed on the right end side of the display unit 50a. For a few seconds (about 5 seconds in this embodiment) from the start of the CU timer performance, the timer image G50 includes not only an image of the timer value but also a text image G51 saying "If you can hold it for 99 seconds." The display of this text image G51 is a performance that explains the meaning of the CU timer performance to the player, and this display makes it possible to draw the player's attention to whether the timer value will count up to "99".

[0289] In the CU timer performance, the timer value counts up as time passes (Fig. 39(B)~(D)). In parallel with this, the left performance pattern EZ1 is stopped (Fig. 39(C)), followed by the right performance pattern EZ3, forming a reach (Fig. 39(D)), and so on, as the variable performance progresses. At this point, when the timer value reaches about "15", the first end prompting performance (a performance in which the mini character is about to drop the timer) is executed (Fig. 39(D)). In this execution example, the CU timer performance does not end with the first end prompting performance, and mini character A picks up the timer again (Fig. 39(E)). During this time, the timer value of the timer image G50 continues to count up, and the variable performance also progresses to the N reach.

[0290] When the variable performance develops into a later stage SP reach and the timer value of the timer image becomes "32", the second end prompting performance is executed (Fig. 39(F)). In this execution example, the CU timer performance ends with the second end prompting performance. That is, following the second end prompting performance, the mini character A is displayed dropping the timer (Fig. 39(G)). When the mini character A drops the timer, as shown in Fig. 39(G) and Fig. 40(A)(B)(C), a series of performances are performed in which an image of the timer cracking and breaking is displayed as the timer image G50, and the character image G54 of "opportunity" appears from the broken timer. The suggestive performance that displays the character image G54 of "opportunity" suggests to the player the expectation of a big win. The timer value of the timer image G50 is updated until the timer breaks even after it falls (Fig. 39(F)(G), Fig. 40(A)). In this execution example, the timer value count-up ends at "35" (Figures 40(A)(B)). After dropping the timer, mini-character A looks at the dropped timer for a while, but then leaves the scene (it frames out to the right edge of the display unit 50a, Figures 40(C)(D)). The "opportunity" text image G54 is displayed for a predetermined period of time and then hidden. In this way, the CU timer performance can end without the timer value reaching "99", but even during this time, the subsequent SP reach continues to progress as shown in Figures 39(G) and 40(A)-(D).

[0291] FIG. 41 shows an example of a CU timer performance in which the timer value reaches "99". As shown in FIG. 41(A), when the timer value reaches "99" in the CU timer performance, the player is faced with a win / lose branch (success / failure branch) in the latter stage SP reach. In other words, the player is instructed to operate the normal button 40. If the CU timer performance is not being executed, the player would operate the normal button 40 in this operation performance in the hope of winning the jackpot, but in this performance example, a timer image G50 in which the timer value has reached "99" and a mini character image G60 representing a mini character A who is happy about this are displayed as the CU timer performance, and the player recognizes that he has won the jackpot. Therefore, the player can watch the subsequent development of the SP reach with a sense of security. In other words, as shown in Figures 41(B) and (C), when the timer value reaches "99" in the CU timer presentation, a victory presentation (success presentation) is executed as a result of the winning / losing branch of the SP reach, and the presentation symbols EZ1, EZ2, EZ3 and the small symbols KZ1, KZ2, KZ3 are displayed as repeated numbers. However, the player can be confident of this type of presentation development even before the winning / losing branch result shown in Figure 41(A) is displayed, and can continue playing with a sense of elation.

[0292] Next, the performance when the small win is won based on the drawing of the special chart 2 in the time-saving state will be described. When the small win is won based on the drawing of the special chart 2, the performance patterns EZ1, EZ2, and EZ3 are finally stopped and displayed as a repeat number (for example, 777) in the variable performance. After that, the performance control microcomputer 121 performs a right-hit notification performance as shown in Figures 42(A)(B) and 43(A) during the small win OP (small win opening). The small win OP is a closing period before the opening of the second large winning hole 15 in a small win game, and is set to 10 seconds in this embodiment. In the small win OP, the performance control microcomputer 121 first displays a text image of "BONUS" at approximately the center position (a position inside the center frame 61) in the display unit 50a (Figure 42(A)). This notifies the player of the win again.

[0293] Then, the performance control microcomputer 121 starts the right hit notification performance several seconds after the display of "BONUS". This right hit notification performance extends the arrow image G70 so as to follow the trajectory of the game ball when the right hit is actually performed, as shown in Figures 42(A)(B) and 43(A). That is, in this embodiment, since the entire rear area of ​​the game area 6 is the display unit 50a of the image display device 50 (an example of a predetermined display device), such a display unit 50a is utilized to display the arrow image G70 (an example of a trajectory image) representing the trajectory of the game ball so as to overlap in the front-rear direction with the path of the game ball when the right hit is actually performed (ball path portion 63). The ball path portion 63 is composed of a path defined by the outer wall portion 1C and the inner wall portion 1B, a path defined by the outer wall portion 1C and the center frame 61, etc.

[0294] Specifically, in the right-hit notification performance, the performance control microcomputer 121 gradually extends the tip of the arrow image G70 along the ball passage portion 63. Fig. 42(A) shows the stage where the tip of the arrow image G70 extends to the vicinity of the ball return prevention piece 1Ba provided at the upper end of the inner wall portion 1B, Fig. 42(B) shows the stage where the tip of the arrow image G70 extends to the vicinity of the top of the center frame 61, proceeding from the stage shown in Fig. 42(A), and Fig. 43(A) shows the stage where the tip of the arrow image G70 further extends to the vicinity of the second large winning device 15D, proceeding from the stage shown in Fig. 42(B). By executing the right hit notification effect of extending the arrow image G70 along the ball passage 63 in this way, the player can clearly imagine the trajectory of the actual game ball, and it is possible to provide a right hit notification effect that is easier to understand and more realistic than a configuration in which the characters "right hit" are simply displayed on a display unit located in a position unrelated to the position of the ball passage 63, a right-pointing arrow is displayed, or an image of the game board surface is combined with an image showing the trajectory of the game ball. The right hit notification effect that displays the arrow image G70 is an example of a trajectory display effect.

[0295] When the time of the small win OP has elapsed and the second large prize opening 15 is opened (the VAT opening / closing member 15k is in the open state), the performance control microcomputer 121, as shown in FIG. 43(B), makes the arrow image G70 invisible and displays an effect image G74 representing a radial effect in a display area including the rear of the second large prize device 15D and its vicinity in the display unit 50a. As described above, the second large prize device 15D is formed of a transparent synthetic resin material, so that the player can clearly see the effect image G74 even from the front of the second large prize device 15D. The display area in the vicinity of the second large prize device 15D in the display unit 50a is called the vicinity display area 50x. The effect image G74 is displayed not only in the display area behind the second large prize device 15D but also in the vicinity display area 50x. The vicinity display area 50x refers to the range from the second large prize device 15D to the center frame 61 or so, for example. In addition, the microcomputer 121 for controlling the performance displays a text image G75 of "Aim at the attacker!" in the approximate center of the display unit 50a, and displays an image G76 of a rightward arrow pointing to the second large prize winning device 15D in the display area to the left of the second large prize winning device 15D. These image displays make the second large prize winning device 15D (the second large prize winning port 15) stand out, and allow the player to recognize that the game ball should be inserted into the second large prize winning device 15D (the second large prize winning port 15). In this manner, in this embodiment, the series of performances shown in Figs. 42(A)(B) and 43(A)(B) allows the player to recognize information regarding the game method, such as the path along which the game ball should be moved and into which ball entry port the game ball should be inserted, in an extremely easy-to-understand manner. The second large prize winning device 15D is an example of a specific device and an example of a predetermined ball entry device. Moreover, the display of the effect image G74 is an example of a specific display presentation.

[0296] Next, the V winning presentation will be explained. When the VAT opening / closing member 15k of the second large winning device 15D is opened in a small winning game and the game ball passes through the specific area 16 (one example of a predetermined area) in the second large winning port 15, the presentation control microcomputer 121 performs the V winning presentation. That is, as shown in FIG. 44, the presentation control microcomputer 121 executes the V winning presentation based on the specific area sensor 16a being turned ON. In this embodiment, as the V winning presentation, the presentation control microcomputer 121 displays an image on the display unit 50a as if the main character had popped out from inside the second large winning device 15D, as shown in FIG. 45 and FIG. 46. For this reason, the V winning presentation is also called a character pop-out presentation. The V winning presentation (character pop-out presentation) is one example of a predetermined display presentation.

[0297] Specifically, in the V winning performance (character pop-out performance), the performance control microcomputer 121 first uses the display area (nearby display area 50x) including the rear of the second large winning device 15D and its vicinity in the display unit 50a to display an image of a main character (one example of a predetermined object) popping out to the left from the second large winning device 15D (FIG. 45(A)). Next, the performance control microcomputer 121 displays an image of the main character popping out from the second large winning device 15D moving toward the center of the display unit 50a (FIG. 45(B)), and then the performance control microcomputer 121 displays an image of the main character moving to the center of the display unit 50a moving toward the player (nearby side) (FIG. 46). The image representing the main character in the character pop-out performance is the main character image G77. The main character image G77 moves from a position close to the second large prize winning device 15D on the outside of the center frame 61 to the inside of the center frame 61 (FIGS. 45(A)(B)). Then, it is finally displayed at a size that extends beyond the play area 6 (see FIG. 46), making an impact on the player. The effects shown in FIG. 45 and FIG. 46 are executed following the effect shown in FIG. 43(B).

[0298] Here, as described above, the image display device 50 is capable of displaying 3D images that allow the player to feel depth even with the naked eye, and the display unit 50a of the image display device 50 extends over the entire rear area of ​​the game area 6. Therefore, as shown in Figs. 45 and 46, the pachinko game machine PY1 of this embodiment can perform a display effect in which the main character pops out from the second large winning device 15D and approaches the player as a character pop-out effect. In this embodiment, such a character pop-out effect can provide an entertainment that is never provided by the conventional V winning effect, such as displaying the letter "V" or displaying an effect at a position unrelated to the position of the second large winning device (so-called V attacker).

[0299] Next, the performance during the big win game based on the V winning will be explained. There are small win patterns 1 to 3 for the small win that can be won by the lottery of the special drawing 2 (see FIG. 32). If the small win pattern 1 or small win pattern 2 is won, the game is controlled to the time-saving state after the end of the 2nd type big win game, but if the small win pattern 3 is won, the game is controlled to the non-time-saving state after the end of the 2nd type big win game. If the game is controlled to the time-saving state after the end of the big win game, the big win game can be executed again based on the lottery of the special drawing 2. That is, the consecutive big wins are confirmed. On the other hand, if the game is controlled to the non-time-saving state after the end of the big win game, the game returns to the game of aiming for the big win based on the lottery of the special drawing 1. Therefore, the player is interested in whether or not the game is controlled to the time-saving state after the end of the big win game. In addition, the pachinko game machine PY1 of this form is configured so that it is possible to accumulate up to four special drawing 1 reserves, but it is not possible to accumulate even one special drawing 2 reserve or normal drawing reserve. The maximum number of special and regular reserved symbols can be changed as appropriate as long as it does not interfere with gameplay.

[0300] In the pachinko game machine PY1, even if the small win symbol 1, the small win symbol 2, or the small win symbol 3 is won, the performance proceeds in the flow shown in FIG. 47 in the subsequent two-type jackpot game. In short, the performance flow during the jackpot game in this form is a challenge performance in which a predetermined mission is challenged. If it is successful (if a success performance is executed), it is confirmed that the game will be controlled to the time-saving state after the jackpot game, and if it is unsuccessful (if a failure performance is executed), it is highly likely that the game will be controlled to the non-time-saving state after the jackpot game. Even if a failure performance is executed, a revival performance (revival ED performance) may be executed in the ED (ending) of the jackpot game, and in this case, the game will be controlled to the time-saving state after the jackpot game. In addition, if a failure performance is executed as a result of the challenge performance and the game is controlled to the non-time-saving state after the jackpot game, a termination ED performance that suggests that the game will be controlled to the non-time-saving state is executed. In addition, if a success performance is executed as a result of the challenge performance, a continuation ED performance that suggests that the game will be controlled to the time-saving state is executed. When a challenge effect is performed, whether a continuation ED effect, an end ED effect, or a revival ED effect is performed is determined by the type of small win symbol. In the ED of a big win game based on small win symbol 1, a continuation ED effect is performed, in the ED of a big win game based on small win symbol 2, a revival ED effect is performed, and in the ED of a big win game based on small win symbol 3, an end ED effect is performed.

[0301] As shown in FIG. 47, the pachinko game machine PY1 of this embodiment executes an announcement effect and a start waiting effect before starting a challenge effect. The announcement effect is an effect that notifies the player of the effect contents of the challenge effect (the contents of the mission in the challenge effect). In this embodiment, the mission in the challenge effect is to make the logo movable body 400 (part of the upper decorative body 31 shown in FIG. 1) appear (to displace from the standby position shown in FIG. 1 to the effect position shown in FIG. 51) within 10 counts (see FIG. 50(A)). The logo movable body 400 is a movable body modeled after the main character, and is one of the effect means whose drive is controlled by the effect control microcomputer 121.

[0302] The start waiting effect is an effect that is performed after the announcement effect, and is an effect for waiting whether the player is in a situation where he / she can accept the execution of the challenge effect (a situation where he / she can aim to achieve the mission). Specifically, the start waiting effect is an effect that allows the player to operate the normal button 40 (an example of a predetermined operation unit) at a timing of his / her choice (see Fig. 50(B)(C)). If the normal button 40 is operated during the start waiting effect, the challenge effect starts at the timing of the operation. In other words, the challenge to the mission starts. In this way, in this embodiment, the challenge effect does not start automatically immediately following the announcement effect, but it is possible to start the challenge effect at a timing of the player's preference after the announcement effect. In the start waiting effect, no effect that makes the player aware of the operation valid period (operation acceptance period) of the normal button 40 is performed until there are 5 seconds left (see Fig. 50(B)), and when there are 5 seconds left, the remaining time display G80 showing the remaining time is displayed (see Fig. 50(C)). This allows the player to start the challenge performance at a timing of his / her own preference without being rushed, and also makes it possible to prevent the occurrence of a situation in which the start waiting performance ends without the player's knowledge.

[0303] If the normal button 40 is not operated during the start waiting performance, as shown in FIG. 47, the challenge performance is not started, and instead, a music performance (an example of another performance) is started. Therefore, a player who does not want to challenge the mission can avoid the challenge to the mission by not operating the normal button 40 during the start waiting performance. In this case, if the time-saving state is to be controlled after the big win game (if the winning small win symbol is small win symbol 1 or small win symbol 2), this is notified at the ending of the big win game. That is, a revival ED performance (an example of a revival performance) that suggests that the time-saving state will be controlled is performed. On the other hand, if the time-saving state is to be controlled (if the winning small win symbol is small win symbol 3), an end ED performance that suggests that the time-saving state will be controlled is executed as the ending performance.

[0304] The time from the announcement to the result of the challenge or the end of the music is taken from the 9 rounds remaining in the jackpot to the final round. On the other hand, the continuation ED, end ED, and revival ED are all taken during the ED of the jackpot (the period when the big prize slot is closed after all rounds have been played).

[0305] The effects during a big win game will be described in more detail with reference to Figs. 48 to 53. Fig. 48 is a timing chart showing the execution relationship of the announcement effect, the start waiting effect, the challenge effect, and the music effect. When a two-type big win game is started, the effect control microcomputer 121 first starts the announcement effect (Fig. 48(A)), and then starts the start waiting effect after the end of the announcement effect (Figs. 48(A)(B)). If the normal button 40 is operated during the execution period of the start waiting effect, the start waiting effect ends in response to this operation (see the two-dot chain line in Fig. 48(B)), and the challenge effect starts (Figs. 48(B)(C)). In this way, in this embodiment, the player can start the challenge effect at any timing.

[0306] If the execution period of the start waiting effect (valid period for operation of the normal button 40) has elapsed without the normal button 40 being operated, the start waiting effect is ended and the music effect is started (Fig. 48(C)(D)). In this manner, in this embodiment, it is possible for the challenge effect not to be executed if the player does not wish to challenge the mission. Note that a countdown display of the remaining time (remaining time display G80, Fig. 50(C)) is displayed 5 seconds before the end of the execution period of the start waiting effect (valid period for operation of the normal button 40). This makes it possible to prevent the occurrence of a situation in which the opportunity to start the challenge effect ends without the player's knowledge.

[0307] As described above, the challenge performance has the mission of making the logo movable body 400 appear within 10 counts. Specifically, in the challenge performance, the numbers from 10 to 1 are counted down by 1. In the challenge performance of the successful mode in which the mission is successful, the timing at which the logo movable body 400 moves to the performance position from the count of 10 to 1 is determined by lottery. The challenge performance of the successful mode is performed in the case of a two-type jackpot game based on the small win pattern 1. On the other hand, the challenge performance of the unsuccessful mode in which the mission is unsuccessful is performed in the case of a two-type jackpot game based on the small win pattern 2 or the small win pattern 3. In the two-type jackpot game based on the small win pattern 2, the challenge performance of the unsuccessful mode is performed, but in the ending, a revival ED performance is performed that suggests that the game will be controlled to a time-saving state.

[0308] When executing the challenge performance of the successful mode, the performance control microcomputer 121 determines the drive timing (appearance timing) of the logo movable body 400 based on the drive timing determination table shown in FIG. 49. Specifically, as shown in FIG. 49, the performance control microcomputer 121 selects count values ​​"10" to "8" at a rate of 5% each, count values ​​"7" to "4" at a rate of 10% each, and count values ​​"3" to "1" at a rate of 15% each, as the drive timing of the logo movable body 400. In this way, in this embodiment, the drive of the logo movable body 400 can be expected to be better when the count value is relatively small than when the count value is large. The selection rate of the drive timing of the logo movable body 400 can be changed as appropriate.

[0309] Next, an example of the performance during a big win game in the pachinko game machine PY1 will be described with reference to Figs. 50 to 53. When a V win occurs in a small win game and a type 2 big win game starts, the performance control microcomputer 121 first executes a notification performance as shown in Fig. 50(A). In this notification performance, the text "Make the logo appear within 10 counts!" is displayed on the display unit 50a. This means that the mission of the upcoming challenge performance is to displace the logo movable body 400 from the standby position (Fig. 1) to the performance position (Fig. 51) within 10 counts. The logo is the name of the main character in the work that is the motif of the pachinko game machine PY1 of this embodiment, and the logo movable body 400 is a movable body for performance that represents this main character.

[0310] Following the notification effect, the effect control microcomputer 121 executes a start waiting effect as shown in Fig. 50(B)(C). In this start waiting effect, the text "Press the button whenever you're ready!" and an operation unit image showing the state of pressing the normal button 40 are displayed on the display unit 50a. The execution period of the start waiting effect is set to about 13 seconds in this embodiment. Since the start waiting effect prepares the player to accept the challenge, it is desirable that the execution period of the start waiting effect is at least 10 seconds or more. In addition, in the start waiting effect, a remaining time display G80 is displayed 5 seconds before the end of the effect, such as "5 seconds left until decision", to suggest the remaining time until the end (Fig. 50(C)).

[0311] When the normal button 40 is operated within the execution period of the waiting-for-start effect (within the valid period for operating the normal button 40), the effect control microcomputer 121 starts the challenge effect as shown in FIG. 50(D). In the challenge effect, the text "Continue if the logo appears" and a count display G82 indicating the end time of the mission are displayed on the display unit 50a. The count display G82 is a display that progresses from 10 to 1 by subtracting 1 at a time (FIG. 50(D)(E)), and indicates the remaining time (deadline, time limit) of the mission to the player. The value of the count display G82 is reduced by 1 at a time, which serves to make the player anxious to succeed in the mission (to be granted the time-saving state). When the challenge effect is started in this way, the count display G82 is subtracted. Therefore, providing a waiting-for-start effect before the start of the challenge effect as in this embodiment is effective in allowing the player to enjoy the challenge effect with plenty of time.

[0312] When the challenge performance being executed is a challenge performance of a successful mode, that is, when a challenge performance is executed in a big win game based on the small win pattern 1, the performance control microcomputer 121 executes a successful performance at a timing determined by the lottery for the drive timing shown in FIG. 49. In this performance example, it is assumed that the count value "9" was selected in the lottery for the drive timing shown in FIG. 49. In such a case, as shown in FIG. 50(E)(F), the performance control microcomputer 121 displays "9" as the value of the count display G82, and then displays the word "congratulation!" on the display unit 50a as a successful performance, and displaces the logo movable body 400 from the standby state (in the standby position) shown in FIG. 1 to the performance state (in the performance position) shown in FIG. 51. The drive mechanism and the like of the logo movable body 400 can be appropriately adapted from known configurations and will not be described here; however, in this embodiment of the pachinko game machine PY1, the upper decorative body 31 includes the logo movable body 400 and is capable of transforming from the state shown in Figure 1 (standby state) to the state shown in Figure 51 (performance state).

[0313] By such a success effect, the player is notified that the game will move to a time-saving state after the big win game ends. In this embodiment, the move to the time-saving state means that a series of big wins has been confirmed.

[0314] Also, as shown in Fig. 50(D)(E), if the challenge performance has started but the challenge performance being executed is a failure mode challenge performance, i.e., if the challenge performance is executed in a big win game based on the small win pattern 2 or the small win pattern 3, the performance control microcomputer 121 subtracts the value of the count display G82 to "1" without displacing the logo movable body 400 to the performance position as shown in Fig. 52(A), and then executes a failure performance. In the failure performance, the characters "Too bad..." are displayed on the display unit 50a for a predetermined time as shown in Fig. 52(B).

[0315] When a failure effect is executed, the effect control microcomputer 121 executes either the end ED effect (FIG. 52(C)) or the revival ED effect (FIG. 52(D)) at the ending after the end of the final round. The end ED effect shown in FIG. 52(C) is executed when the game state after the big win game is a non-time-saving state, that is, when the ending of the two-type big win game based on the small win pattern 3 is reached. On the other hand, the revival ED effect shown in FIG. 52(D) is executed when the game state after the big win game is a time-saving state, that is, when the ending of the two-type big win game based on the small win pattern 2 is reached. As in this embodiment, even if a failure effect is executed in the challenge effect, the revival ED effect is executed at the ending, and the game is configured to remain in a time-saving state after the big win game, so that it is possible to improve the interest during the big win game compared to a configuration without the revival ED effect.

[0316] Also, if the normal button 40 is not operated at all during the start waiting effect shown in Fig. 50(B)(C), the effect control microcomputer 121 executes a music effect as shown in Fig. 53(A). In the music effect, an image of the main character or the like is displayed on the display unit 50a, while music that excites the player is output from the speaker 52. In this way, in this embodiment, the player can select whether to execute the challenge effect or the music effect. Therefore, it is possible to provide high gaming interest even to players who are not good at psychologically stimulating effects such as the challenge effect, which branches into success and failure within a certain time.

[0317] When the music performance is executed, the performance control microcomputer 121 executes either the end ED performance (FIG. 53(B)) or the revival ED performance (FIG. 53(C)) at the ending after the end of the final round. The end ED performance shown in FIG. 53(B) is executed when the game state after the big win game is in the non-time-saving state, that is, when it is the ending of the two-type big win game based on the small win pattern 3. On the other hand, the revival ED performance shown in FIG. 53(C) is executed when the game state after the big win game is in the time-saving state, that is, when it is the ending of the two-type big win game based on the small win pattern 1 or the ending of the two-type big win game based on the small win pattern 2. In this way, in this embodiment, even if the music performance is executed without executing the challenge performance, the performance content and the game content are naturally matched at the ending of the big win game. As a result, even if the challenge performance is not executed, it is difficult for the player to feel a sense of incongruity in the performance, and there is little risk of causing a decrease in interest in the game.

[0318] 8. Effects of the embodiment As explained in detail above, according to the pachinko game machine PY1 of this embodiment, not only the SP reach with high expectation of big win is executed after showing the process of reach being established in the variable performance (after executing the reach establishment performance), but also the SP reach may be executed suddenly without showing the process of reach being established in the variable performance (Fig. 34 (A) (B)). Therefore, it is possible to surprise the player and increase the interest. In particular, according to the pachinko game machine PY1 of this embodiment, the SP reach may be started suddenly with the start of the variable display of the performance patterns EZ1, EZ2, EZ3 without showing the process of reach being established to the player (see Fig. 34 (B) and Fig. 35), so that the player can be given a pleasant surprise and the interest can be increased.

[0319] In addition, according to the pachinko game machine PY1 of this embodiment, only the latter SP reach is performed as the SP reach in the variable performance of the normal SP route, whereas in the variable performance of the direct SP route, the latter SP reach is performed after the former SP reach, which is the performance content leading to the latter SP reach, is performed as the SP reach (see Figs. 35 to 37). Therefore, since the performance content that is the premise of the latter SP reach can be known by executing the former SP reach, the variable performance of the direct SP route can be made to feel special, and an increase in interest can be expected.

[0320] In addition, according to the pachinko game machine PY1 of this embodiment, the time required for the entire variable performance is the same for the normal SP route variable performance and the direct SP route variable performance (see Fig. 33, Fig. 34 (A) (B)). Therefore, even when executing an SP reach that includes a front SP reach and a back SP reach, it is possible to provide a reach performance with a rich content without making the player feel that it is too long, and to increase the interest.

[0321] In addition, according to the pachinko game machine PY1 of this embodiment, in the CU timer performance (count-up timer performance) in which the timer display value progresses toward "99" (predetermined mode), an end prompting performance (see Fig. 34(C), Fig. 39(D)(F)) is executed to prompt the player to end the game midway. Therefore, the player can be excited about whether the CU timer performance can progress to the display value "99", which can increase the interest.

[0322] In addition, according to the pachinko game machine PY1 of this embodiment, the end prompting performance that prompts the end of one CU timer performance can be performed multiple times (up to three times in the embodiment) (see FIG. 34(C)). Therefore, during the execution of the CU timer performance, a sense of excitement that cannot be relieved until the end can be provided, and it is possible to increase interest.

[0323] In addition, according to the pachinko game machine PY1 of this embodiment, the timer display value reaching "99" in the CU timer performance means a big win (see FIG. 38). Therefore, it is possible to attach importance to the timer display value reaching "99" in the CU timer performance, and it is possible to further increase the interest of the CU timer performance.

[0324] In addition, according to the pachinko game machine PY1 of this embodiment, when the CU timer performance ends midway due to the end prompting performance, a suggestive performance (displaying the characters "···", "opportunity", or "heat") is executed to suggest the probability of a big win in the variable performance being executed (see Fig. 38 and Fig. 40). Therefore, the contents of this suggestive performance can also entertain the player, and it is possible to increase the interest.

[0325] In addition, according to the pachinko game machine PY1 of this embodiment, the CU timer performance is a performance in which the elapsed time is counted up and the displayed value of the timer is shown to be "99" or not (see FIG. 39). Therefore, such an innovative performance can increase the interest in the game.

[0326] <c>Furthermore, according to the pachinko gaming machine PY1 of this embodiment, the player can determine the start timing of the challenge performance in which the player is challenged to complete a predetermined mission (appearing the logo movable body 400 within 10 counts) by the start waiting performance (see Figs. 48 and 50). Therefore, it is possible to provide a performance that is in tune with the player's psychology. As a result, it is possible to increase the player's interest in the game. In particular, according to the pachinko gaming machine PY1 of this embodiment, in the start waiting performance, the player can start the challenge performance by operating the normal button 40 at the optimal timing for the player, so that the player can enjoy the challenge performance to the fullest.

[0327] In addition, according to the pachinko game machine PY1 of this embodiment, the contents of the mission in the challenge performance are announced by the announcement performance (FIG. 50(A)), and then the start waiting performance (FIG. 50(B)(C)) is performed. Therefore, the player can understand the contents of the mission, prepare mentally, etc., and start the challenge performance at the optimal timing.

[0328] In addition, according to this form of pachinko game machine PY1, the time limit for the challenge performance mission is set to within 10 counts, so if the challenge performance starts suddenly, some players may feel impatient and not be able to enjoy the performance to the fullest. However, since the start waiting performance allows the player to start the challenge performance at their own optimal timing, it is possible for a variety of players to fully enjoy the challenge performance.

[0329] In addition, according to the pachinko game machine PY1 of this embodiment, the success of the mission in the challenge performance means that the game will enter a time-saving state (a game state in which consecutive big wins are confirmed) after the end of the big win game. Therefore, the challenge performance can be given importance, and the interest of the challenge performance can be further increased.

[0330] In addition, according to the pachinko game machine PY1 of this embodiment, if the normal button 40 is not operated within the operation valid period (operation acceptance period) in the start waiting effect, the challenge effect will not be executed, and instead, a music effect will be executed (see FIG. 48(B)(D)). Therefore, a player who does not like to get excited can choose not to execute the challenge effect, and it is possible to provide an effect that is more in tune with the user's psychology.

[0331] In addition, according to the pachinko game machine PY1 of this embodiment, in the case where the time-saving state is controlled after the end of the jackpot game, even if the player chooses not to execute the challenge performance, the revival ED performance is performed after the music performance and the time-saving state is entered (see Fig. 53 (A) (C)). Therefore, it is possible to prevent a malfunction in which the progress of the game and the performance content are not consistent.

[0332] <d>In addition, according to the pachinko game machine PY1 of this embodiment, when the second special prize winning device 15D arranged to overlap the front of the display unit 50a as seen by the player operates, a character pop-out effect (display of the main character image G77) can be performed in a specific display area including the display area (nearby display area 50x) near the device (see Figs. 45 and 46). Therefore, a novel effect in which the second special prize winning device 15D and the effect image are related can be provided, and an increase in interest can be expected.

[0333] In particular, according to the pachinko game machine PY1 of this embodiment, the character pop-out effect (display of the main character image G77) is performed in response to the occurrence of a V win after the VAT opening and closing member 15k is opened. That is, in this embodiment, in response to the behavior of the game ball with respect to the second special prize device 15D arranged in front of the display unit 50a, the character pop-out effect is performed in a specific display area including the display area (nearby display area 50x) near the second special prize device 15D. Therefore, it is easy for the player to feel the association between the second special prize device 15D and the effect image.

[0334] In addition, according to the pachinko game machine PY1 of this embodiment, the character pop-out effect (display of the main character image G77) is a novel display effect in which the main character (a predetermined object) appears from the second large prize winning device 15D (see Figs. 45 and 46). This is expected to increase interest.

[0335] In addition, according to the pachinko game machine PY1 of this embodiment, the image display device 50 is a display device capable of 3D display, and the character pop-out performance includes a scene in which the main character (a specified object) approaches from the back to the front (see Fig. 45(B) and Fig. 46). Therefore, compared to the case where an image display device that cannot display 3D is used, it is possible to create a feeling that the main character is popping out from the second large prize device 15D.

[0336] <e>According to the pachinko game machine PY1 of this embodiment, a ball passage section 63 through which the game ball passes when the player hits the right hand side is provided so as to overlap the front of the image display device 50. Therefore, by performing a trajectory display effect (display of an arrow image G70, see Figs. 42 and 43) showing the trajectory of the game ball using the image display device 50, it is possible to perform a display effect with a sense of realism as if the game ball is passing through the actual ball passage section 63. In particular, according to the pachinko game machine PY1 of this embodiment, the trajectory display effect is an effect in which an arrow image G70 (trajectory image) showing the trajectory of the game ball moving through the ball passage section 63 is displayed in a display area located behind the ball passage section 63 in the display section 50a, so that it is possible to further enhance the sense of realism as if the game ball is passing through the actual ball passage section 63.

[0337] In addition, according to the pachinko game machine PY1 of this embodiment, as an instruction to the player to hit to the right, an effect is performed by combining the display of the actual ball passage section 63 and the arrow image G70. As a result, the trajectory of the game ball that the player should generate is directly displayed on the ball passage section 63 (see Figures 42(A)(B) and 43(A)), and it is possible to provide an easy-to-understand hitting instruction that allows the player to imagine the flow of the game ball that should be generated.

[0338] In addition, according to the pachinko game machine PY1 of this embodiment, the trajectory display effect (display of an arrow image G70) indicates that a right hit should be made, and the ball entry device (in this embodiment, the second large winning device 15D) that should be entered by a right hit is highlighted by an effect image G74 (specific display effect) displayed in the display area behind it and the nearby display area 50x on the display unit 50a (FIG. 43(A)(B)). This makes it possible for the player to easily recognize that a right hit should be made to enter the second large winning device 15D.

[0339] 9.Example of changes Below, we will explain modified examples of the pachinko game machine PY1. Of course, the configurations of the modified examples may be combined as appropriate. In addition, the technical features in the above-mentioned embodiments and the following modified examples may be deleted as appropriate unless they are described as essential in this specification.

[0340] In the above embodiment, the start timing of the SP reach in the direct SP route variable performance is set to be simultaneous with the start of the variable performance, but if the SP reach starts without showing the process of the performance symbols EZ1, EZ2, and EZ3 becoming a reach, it may be set to be after a predetermined time (for example, 5 seconds) has passed since the start of the variable performance. In this case, when the SP reach suddenly starts, all of the performance symbols EZ1, EZ2, and EZ3 may be in the variable display, or there may be a performance symbol that is stopped among the performance symbols EZ1, EZ2, and EZ3.

[0341] In the above embodiment, the title of "Direct SP" (display of the performance title) is displayed as the SP reach in the variation performance of the Direct SP route (see FIG. 35(B)), but such a performance title may not be displayed. Also, based on the result of the look-ahead judgment (pre-judgment), the title of "Direct SP" may be displayed during the execution of the variation performance performed before the variation performance of the Direct SP route. That is, based on the result of the look-ahead judgment, a look-ahead performance suggesting that the variation performance of the Direct SP route will be performed may be executed during the variation performance related to the special chart reserve stored before the special chart reserve (target reserve) that is scheduled to perform the variation performance of the Direct SP route. With such a configuration, it is possible to provide the player with the enjoyment of knowing in advance that the variation performance of the Direct SP route will start. The performance content of the look-ahead performance suggesting that the variation performance of the Direct SP route will be performed can be changed as appropriate.

[0342] In the above-mentioned form, only the latter stage SP reach is performed in the normal SP route variation performance, and the former stage SP reach and the latter stage SP reach are performed in the direct SP route variation performance, but the contents of the SP reach performed in the normal SP route and the contents of the SP reach performed in the direct SP route may be the same. For example, the configuration may be such that only the latter stage SP reach of the above-mentioned form is performed in both the normal SP route and the direct SP route. In this case, the variation time related to the direct SP route variation performance is shorter than the variation time related to the normal SP route variation performance.

[0343] In the above embodiment, the fluctuation time of the direct SP fluctuation (109 seconds) and the fluctuation time of the normal SP fluctuation (109) are exactly the same (see FIG. 33), but the fluctuation time of the direct SP fluctuation may be shorter (for example, 100 seconds) or longer (for example, 110 seconds) than the fluctuation time of the normal SP fluctuation.

[0344] In the above embodiment, the direct SP big win variation (THP001) and the normal SP big win variation (THP002) are provided as different special chart variation patterns (FIG. 33), but one special chart variation pattern (for example, THP099) associated with the SP reach may be selected by the game control microcomputer 101, and in this case, the performance control microcomputer 121 may determine whether to perform the direct SP route variation performance or the normal SP route variation performance. This is also the case when the SP reach is performed based on the result of the miss judgment.

[0345] In the above embodiment, the end prompting performance may be executed up to three times in the CU timer performance (FIG. 34(C)), but the number of times the end prompting performance is executed in the CU timer performance can be changed as appropriate. For example, it may be executed only once, twice, or four or more times. In addition, the number of times the end prompting performance is executed may be determined by lottery, such that the end prompting performance may be executed three times or only twice before the timer value reaches "99" in the CU timer performance. In addition, the execution timing of the end prompting performance in the CU timer performance can be changed as appropriate.

[0346] In the above embodiment, the timer value of the CU timer effect reaching "99" means that a jackpot has been confirmed, but it may also mean that the expectation of a jackpot is high, that the game will progress to an SP reach, or that the game will move to a favorable game state such as a time-saving state. If it means that the game will move to a favorable game state such as a time-saving state, the CU timer effect may be executed as an effect during the game of a jackpot.

[0347] In the above embodiment, if the CU timer performance ends midway, a suggestive performance is executed to display the text image G54 of "opportunity", but the CU timer performance may end midway without executing the suggestive performance. The suggestive performance does not have to display text such as "opportunity". Specifically, for example, the suggestive performance may be a performance element other than text, such as a character or an item, to suggest the expectation of an advantageous state.

[0348] In the above embodiment, the CU timer effect (progress effect) is an effect in which the timer value counts up to "99" (predetermined mode), but it may be an effect in which the timer value counts down from a predetermined value other than "00" (zero) (for example, "99") to "00". In this case, the timer value "00" corresponds to the predetermined mode.

[0349] In the above embodiment, the initial value of the CU timer effect is set to "00" (zero), but it may be set to a value other than zero (for example, "05" (5 seconds) or "-5" (-5 seconds)). Also, the target value of the CU timer effect is set to "99", but it may be set to a value other than "99" (for example, "77" (77 seconds)).

[0350] In the above embodiment, the CU timer performance may include not only a mode in which mini character A (mini character image G60) has a timer, but also a mode in which another mini character (mini character B) has a timer. In this case, the expectation of the timer counting up to "99" may be varied depending on the type of mini character. Specifically, for example, a CU timer performance in which mini character A has a timer may be configured to have a higher expectation of counting up to "99" (predetermined mode) than a CU timer performance in which mini character B has a timer. Also, as a CU timer performance, multiple modes in which the display color of the timer (timer image G50) is different may be provided, and the expectation of the timer counting up to "99" may be varied depending on which mode it is.

[0351] In addition, in the above embodiment, the start waiting effect is configured so that the player decides the start timing of the challenge effect by operating the normal button 40, but the start timing of the challenge effect may also be determined based on the operation of other operating parts such as the special button 41 or the handle 72k.

[0352] In the above embodiment, the content of the mission in the challenge performance is announced by the announcement performance before the start waiting performance is executed, but the start waiting performance may be executed without the announcement performance. In the above embodiment, the time limit of "within 10 counts" is set for the mission in the challenge performance, but a mission without such a time limit may be set as the mission in the challenge performance.

[0353] In the above embodiment, a success in the challenge performance functions as an indication that the game will be controlled to the time-saving state after a big win, and a failure in the challenge performance functions as an indication that the game will not be controlled to the time-saving state after a big win (will be controlled to the non-time-saving state). In contrast, a success in the challenge performance may function as an indication that a predetermined win has been won, and a failure in the challenge performance may function as an indication that the game has not been won (has lost). In this case, the challenge performance may be executed in a variable performance. Also, a success in the challenge performance may function as an indication that the odds of winning a big win are high, and a failure in the challenge performance may function as an indication that the odds of winning a big win are not high (low).

[0354] In the above embodiment, the remaining time display G80 is displayed 5 seconds before the end of the start waiting effect (FIG. 50(C)), but the remaining time may be displayed from the start of the start waiting effect. The remaining time display G80 can be said to be a display indicating the end timing of the start waiting effect, or a display indicating the end timing of the valid period for operation of the normal button 40. Furthermore, the operation of the normal button 40 by the player in the start waiting effect can be said to be a "predetermined input operation indicating that the player is ready."

[0355] In addition, in the above-described embodiment, at the end of a jackpot game, a revival ED effect is performed to suggest that the game will be controlled to a time-saving state after the jackpot game, but the timing of the execution of the effect suggesting that the game will be controlled to a time-saving state after the jackpot game may be during a specified round (e.g., the final round).

[0356] In the above embodiment, the V winning effect (character pop-out effect, see Figs. 45 and 46) is configured to display the main character image G77 in a display area including the display area behind the second large winning device 15D in the display unit 50a and the display area nearby (nearby display area 50x). In contrast, the display area displaying the main character image G77 in the character pop-out effect does not need to include other parts such as the display area behind the second large winning opening 15, so long as it includes the display area nearby the operating device (second large winning device 15D) (nearby display area 50x, see Fig. 45(A)).

[0357] In the above embodiment, when the second large prize winning device 15D operates (when the VAT opening and closing member 15k is in the open state), a character pop-out effect (see Figs. 45 and 46) is performed in response to the passage of the game ball into the specific area 16 (V winning). In contrast, when a light-emitting device having an LED (such as the second large prize winning device 15D, which is disposed in front of the display unit 50a) emits light, an effect image may be displayed in a specific display area including a display area near the light-emitting device. In this case, the light-emitting device corresponds to the specific device, and the display of the effect image corresponds to a predetermined display effect. In other words, the specific device may be a device other than the large prize winning device, and the predetermined display effect may be an effect other than the winning effect corresponding to the winning. In this case, before the operation (light emission) of the light emitting device, a predetermined character or the like may throw an image of a light emitting ball (a light emitting ball) at the light emitting device (an effect in which a predetermined image acts on the light emitting device), and a performance pattern may be provided in which the light emitting ball hits the light emitting device and the light emitting device emits light, or a performance pattern may be provided in which the light emitting device does not emit light because the light emitting ball does not hit the light emitting device. Note that the light emitting device may be a prize-winning device.

[0358] In the above embodiment, the character pop-out effect (see Figs. 45 and 46) is performed when the game ball passes through the specific area 16 in the second large prize device 15D (when the game ball is detected by the specific area sensor 16a), but the character pop-out effect may be performed when the second large prize device 15D is opened, or when the game ball enters the second large prize opening 15 (when the game ball is detected by the second large prize opening sensor 15a). Also, a prize device other than the second large prize device 15D may be the prize device that triggers the character pop-out effect.

[0359] In the above embodiment, the predetermined object that appears to come out of the second large prize winning device 15D in the V prize winning performance is the main character (main character image G77), but it may be another character such as an enemy character, or an item other than a character such as a sword or a jewel. In the above embodiment, the main character first pops out to the left from the second large prize winning device 15D in the V prize winning performance, but the pop-out direction of the main character (predetermined object) can be changed as appropriate. For example, it may be configured to pop out toward the front from the beginning.

[0360] In the above embodiment, the image display device 50 is a display device capable of 3D display (a display device on which the player can view a stereoscopic image with the naked eye), but it may be a display device that is not capable of 3D display.

[0361] In the above embodiment, an arrow image G70 is displayed on the image display device 50 as a trajectory display effect showing the trajectory of the game ball moving through the ball passage section 63 (FIGS. 42 and 43). Alternatively, a light-emitting device having an LED may be disposed behind the ball passage section 63, and a light-emitting effect in which light flows along the ball passage section 63 may be performed using this light-emitting device. In this case, the light-emitting device corresponds to a predetermined display device.

[0362] In the above embodiment, the arrow image G70 (trajectory image) is displayed as a right-hand hit notification effect to instruct the player to hit the ball to the right, but a trajectory along the path of the game ball may be displayed as a hitting direction notification effect to instruct a hitting direction other than the right hand hit, such as a left hand hit. Also, a trajectory display effect such as the above embodiment may be performed simply as an effect showing the trajectory of the game ball, rather than as an effect to instruct a hitting direction.

[0363] In addition, in the above embodiment, when the arrow image G70 is displayed, an effect image G74 (Figure 43 (B)) is displayed to make the second large prize device 15D stand out, but the effect image G74 may not be displayed.

[0364] In the above-mentioned form, the content of each performance can be changed as appropriate without interfering with the game. That is, the content of the SP reach (front SP reach, rear SP reach), the content of the count-up timer performance (CU timer performance), the content of the suggestion performance when the CU timer performance ends midway, the content of the challenge performance (mission content), the content of the performance (music performance in the embodiment) executed when the player does not operate the normal button 40 in the start waiting performance, the content of the V winning performance (character pop-out performance), etc. can be changed as appropriate. Also, the game state in which each performance is executed and the lottery that each performance targets (for example, whether it is a lottery for special chart 1 or a lottery for special chart 2, etc.) can be changed as appropriate without interfering with the game.

[0365] In the above embodiment, the selection ratio for each lottery can be changed as appropriate within a range that does not interfere with the game.

[0366] In addition, in the above embodiment, a first starting hole 11 (fixed starting hole) in which the ease with which the game ball can enter does not change, and a second starting hole 12 (variable starting hole, starting hole associated with the electric chute 12D) in which the ease with which the game ball can enter can be changed are provided, but only one of them may be provided.

[0367] In the above embodiment, the special chart 2 determination process is performed with priority over the special chart 1 determination process (the special chart 2 variable display is performed with priority over the special chart 1 variable display), but the special chart 1 determination process may be performed with priority over the special chart 2 determination process (the special chart 1 variable display is performed with priority over the special chart 2 variable display). In this case, it is preferable to make the special chart 1 lottery a lottery that is more likely to win a jackpot than the special chart 2 lottery.

[0368] In the above embodiment, the present invention is applied to a pachinko game machine, but it can also be applied to other pinball game machines such as an arrange ball machine and a mahjong ball game machine. When the present invention is applied to a pachinko game machine, the game characteristics of the game machine can be changed as appropriate within a range that does not interfere with the game. In other words, the present invention can be appropriately adopted in so-called pattern probability change machines (game machines in which a transition to a high probability state is determined based on the type of winning pattern), so-called V-certain machines (game machines that control a high probability state based on the passage of a specific area (V area) in a large prize winning port), so-called probability change loop type game machines (game machines that, once controlled to a high probability state, continue to be controlled to a high probability state until the start of the next big win game), so-called ST machines (game machines with a limited number of probability changes), so-called type 1 and type 2 mixed machines, and swing-type game machines, etc., as long as it does not interfere with the game.

[0369] In the above embodiment, the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner in approximately synchronization with the variable display of the special symbols. However, instead of being configured with three symbols like the small symbols KZ1, KZ2, and KZ3, they may be configured with symbols other than three, such as two. For example, two symbols may be provided, one for the special symbol 1 and the other for the special symbol 2. Also, one common symbol may be provided for the special symbol 1 and the special symbol 2. In these cases, the display may be displayed on the display unit 50a of the image display device 50, and the sub-control board 120 may control it. Also, an LED device that displays the symbols may be provided in an area other than the play area 6 of the game board 1. In this case, the LED device may be controlled by the main control board 100 or the sub-control board 120.

[0370] In the above embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub-control board 120 performs basic control related to the progress of the presentation according to the progress of the game (game control), so that the game control and the presentation control are performed by different boards, but they may be configured to be performed by one board. In this case, the image control board 140 may be included in that one board, or may be provided separately from that one board.

[0371] In addition, when it is said that a "state advantageous to the player (advantageous game state, advantageous state, or special game state)" is used, not all jackpot game states may be configured to correspond to this. For example, a jackpot game state that is to be controlled to a high probability state afterwards may be configured to correspond to a "state advantageous to the player", or a jackpot game state in which a relatively large number of prize balls can be obtained, such as 10R, may be configured to correspond to a "state advantageous to the player". In addition, the "state advantageous to the player" may not refer to a jackpot game state, but may refer to a small win game state (a state in which a small win game is being executed), or may refer to a high probability state or a high base state (a time-saving state). In a gaming machine equipped with a two-type jackpot, a series of game states including a small win game state and a jackpot game state based on the passage of a game ball into the specific area 16 in the small win game state may be configured to be advantageous to the player. Furthermore, if the "state advantageous to the player" refers to a high probability state or a high base state (time-saving state), the various effects that create anticipation of entering a "state advantageous to the player" are not limited to effects during the changing display of special patterns, but may also be effects that are performed at other times, such as during a jackpot game.

[0372] 10. Inventions shown in the embodiments and their modifications The above-described embodiments and their modifications include the inventions of the following means. In the following description of the means, the corresponding component names and expressions in the above-described embodiments and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions. Note that Means A is a general term for the following means A1 to A4. Means B is a general term for the following means B1 to B5. Means C is a general term for the following means C1 to C7. Means D is a general term for the following means D1 to D4. Means E is a general term for the following means E1 to E4.

[0373] Means A1: After the display of the performance symbols (EZ1, EZ2, EZ3), a variable performance can be executed to stop the performance symbols in a manner that indicates the result of a judgment as to whether or not to put the player in an advantageous state (for example, a jackpot game state), In the first case, a reach-established performance (the performance shown in FIG. 19(B) → FIG. 19(C-2)) in which the performance pattern becomes a reach state in the variable performance is executed, and then a specific performance (SP reach) with a higher expectation of becoming the advantageous state than a predetermined performance (N reach) is executed (when executing a variable performance of the normal SP route, see FIG. 34(A)). A gaming machine characterized in that there is a second case in which the specific performance (SP reach) is executed without executing the reach establishment performance in the variable performance (when executing a variable performance of a direct SP route, see Figure 34 (B)).

[0374] According to the gaming machine of this configuration, not only is it possible to execute a specific performance with a high expectation of becoming advantageous after executing a reach-achievement performance in the variable performance, but it is also possible to execute a specific performance with a high expectation of becoming advantageous suddenly without executing a reach-achievement performance in the variable performance. Therefore, it is possible to surprise the player and increase the interest.

[0375] Means A2: A gaming machine according to the means A1, In the second case, the specific presentation starts when the variable presentation starts (see FIG. 34(B) and FIG. 35).

[0376] With a gaming machine of this configuration, a specific effect with a high probability of resulting in an advantageous state can suddenly begin as the display of changing performance symbols begins, without the player being able to see the process of how a reach is achieved, giving the player a pleasant surprise and increasing interest.

[0377] Means A3: A gaming machine according to the means A1 or A2, In the first case, as the specific performance, a first performance (second stage SP reach) including a success / fail branch that branches to a success mode (victory performance, FIG. 37(C)) suggesting that the advantageous state will be achieved, or a failure mode (loss performance, FIG. 37(E)) suggesting that the advantageous state will not be achieved is performed (see FIG. 34(A)). In the second case, the gaming machine is characterized in that, as the specific performance, a second performance (early SP reach) whose performance content does not include the success / failure branch and leads to the first performance is executed before the first performance (late SP reach) is executed (see Figure 34 (B)).

[0378] According to the gaming machine of this configuration, in the first case where a specific performance is performed after a reach-established performance, only the first performance is performed as the specific performance, whereas in the second case where a specific performance is suddenly performed in response to the start of a variable performance witho...

Claims

1. A gaming machine capable of executing a variable effect in which, after a display of a variable effect pattern, the effect pattern is stopped in a manner that indicates the result of a judgment as to whether or not to put the player in an advantageous state, In the variable performance, after executing a reach-established performance in which the performance pattern becomes a reach state, a second reach performance is executed in which the expectation of becoming the advantageous state is higher than that of the first reach performance; Prior to the execution of the second reach effect, it is possible to start a progression effect that progresses from a predetermined start mode to a predetermined final mode, The progression effect is an effect that notifies the player that the advantageous state will be achieved by reaching the predetermined final state, The timing at which the progression presentation reaches the predetermined final state is earlier than the timing at which the presentation result of whether or not the advantageous state will be achieved is shown in the second reach presentation.

2. A gaming machine as described in claim 1, A gaming machine characterized in that even if the progression presentation ends midway without reaching the predetermined final state, the second reach presentation may show a presentation result indicating that the advantageous state will be achieved.