Game machine
Patent Information
- Application Number
- JP2022190413
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-11-29
- Publication Date
- 2025-12-02
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack engagement and interest during the transition from pre-development to post-development phases, leading to a lack of enjoyment in the development process.
The gaming machine includes a performance control mechanism that allows for a pre-variation preview performance, which forecasts the transition from pre-development to post-development, with varying content based on performance mode, and provides pre-variation notices indicating the degree of winning expectation.
Enhances player engagement by allowing players to enjoy the development process, providing a more interactive and engaging experience through preview performances and notices.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, in pachinko gaming machines, which are one example of gaming machines, as described in Patent Document 1 below, during the execution of a variable performance, a normal reach (pre-development performance) develops into an SP reach (post-development performance), thereby indicating to the player that the player's expectation of winning a jackpot has increased. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2011-104172 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, simply progressing from a pre-development performance to a post-development performance is a mundane performance, and there is room for improvement in the interest of the process leading up to the post-development performance.
[0005] The present invention has been made in view of the above circumstances. That is, an object of the present invention is to provide a gaming machine that allows a player to enjoy the process leading up to the post-development performance. [Means for solving the problem]
[0006] The gaming machine of the present invention is In a gaming machine having a performance control means capable of executing a pre-development performance and a post-development performance that develops from the pre-development performance during the execution of a variable performance that indicates the result of a hit determination process of whether or not a hit is determined, The performance control means includes: Before the change performance is executed, a change pre-notification performance can be executed to notify that the change performance will develop from the pre-development performance to the post-development performance, During the execution of the pre-development performance, a pre-development fluctuation notice indicating the probability of winning can be executed, In the change performance before the change performance in which the pre-development performance is executed, there is a case where the pre-change notice performance is executed at a first specified timing, and a case where the pre-change notice performance is executed at a second specified timing, This gaming machine is characterized in that the content of the pre-development change notice executed in the pre-development performance is varied depending on the performance mode of the pre-change notice performance. Effect of the Invention
[0007] According to the present invention, it is possible to entertain the process leading up to the post-development performance. [Brief description of the drawings]
[0008] [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] (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 9] (A) is a winning determination table, (B) is a general game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 10] (A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 11] This is a table for determining the fluctuation pattern of Special Chart 1. [Figure 12] This is a table for determining the fluctuation pattern of special chart 2. [Figure 13] This is a look-ahead determination table. [Figure 14] This is a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 18] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object performance. [Figure 22] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Figure 23] 4 is a flowchart of a main control process. [Figure 24] 13 is a flowchart of a main-side timer interrupt process. [Diagram 25] 13 is a flowchart of a sub-control main process. [Figure 26] 13 is a flowchart of a sub-side timer interrupt process. [Figure 27] A diagram showing a case where a pre-reading background change notice is executed. [Figure 28] FIG. 13 is a diagram showing a case where look-ahead zone notice is executed. [Figure 29] A figure showing a case where a wet dialogue cut-in preview is executed. [Diagram 30]A figure showing a case where a hot line cut-in preview is executed. [Diagram 31] (A) is a table showing the expected probability of winning the pre-reading background change announcement, (B) is a table showing the expected probability of winning the pre-reading zone announcement, (C) is a table showing the expected probability of winning the wet dialogue cut-in announcement, and (D) is a table showing the expected probability of winning the hot dialogue cut-in announcement. [Diagram 32] FIG. 11 is a diagram showing an example of the first form. [Diagram 33] FIG. 11 is a diagram showing an example of the first form. [Diagram 34] FIG. 11 is a diagram showing an example of the first form. [Diagram 35] A figure showing a logo sword burial performance accompanied by a buried introduction performance in the second form. [Diagram 36] A figure showing a special sword burial performance accompanied by a buried introduction performance in the second form. [Figure 37] A figure showing a logo sword burial performance without a buried introduction performance in the second form. [Figure 38] A figure showing a special sword burial performance in the second form without a buried introduction performance. [Figure 39] A figure showing the preview of the lines to be spoken just before the first stop in the second form. [Diagram 40] A figure showing the second stop immediate dialogue preview performance in the second form. [Diagram 41] A diagram showing the logo sword holding appearance effect in the second form. [Diagram 42] A diagram showing the special sword-holding appearance effect in the second form. [Diagram 43] FIG. 13 is a diagram showing the flow of presentation in the second form. [Diagram 44] (A) is a table showing the expected probability of winning the sword burying effect, (B) is a table showing the expected probability of winning the immediately before stopping line preview effect, and (C) is a table showing the expected probability of winning the sword holding appearance effect. [Diagram 45] FIG. 13 is a diagram showing an example of the second form. [Diagram 46] FIG. 13 is a diagram showing an example of the second form. [Figure 47] This is a diagram showing a same-color chance eye prediction in the third form. [Figure 48] A diagram showing pseudo-2 effects in the third form. [Figure 49] A diagram showing pseudo 3rd performance in the third form. [Figure 50] FIG. 13 is a diagram showing a reach generation presentation in the third mode. [Figure 51] A figure showing a case where a winning pattern suggestion effect is executed and a case where a losing pattern suggestion effect is executed in the third form. [Figure 52] A figure showing an example of the third form. [Figure 53] A figure showing an example of the third form. [Figure 54] A figure showing an example of the third form. [Figure 55] A figure showing an example of the third form. [Figure 56] FIG. 13 is a diagram showing a frame opening abnormality notification in the third embodiment. [Figure 57] In the fourth embodiment, (A) is a perspective view showing an image display device and an illumination display device, and (B) is a cross-sectional view of the illumination display device. [Figure 58] A figure showing the pre-reading button chance-up presentation in the fourth form. [Figure 59] A diagram showing the preview logo appearance performance in the fourth form. [Figure 60] A diagram showing the logo illumination effect in the fourth form. [Figure 61] A diagram showing the flow of presentation in the fourth form. [Figure 62] (A) is a table showing the expected probability of winning the pre-reading button chance up effect at the first timing, (B) is a table showing the expected probability of winning the pre-reading button chance up effect at the second timing, (C) is a table showing the expected probability of winning the pre-reading logo appearance effect, (D) is a table showing the expected probability of winning the logo illumination effect, and (E) is a table showing the execution rate of the pre-reading logo appearance effect. [Figure 63]A figure showing an example of the presentation of the fourth form. [Figure 64] A figure showing an example of the presentation of the fourth form. [Figure 65] A diagram showing the logo sword holding cut-in effect in the fifth form. [Figure 66] A diagram showing a special sword holding cut-in effect in the fifth form. [Figure 67] FIG. 13 is a diagram showing a case where a title addition effect is executed when a first enemy defeat title image is displayed in the fifth mode. [Figure 68] FIG. 13 is a diagram showing a case where a title addition effect is executed when a second enemy defeat title image is displayed in the fifth mode. [Figure 69] FIG. 13 is a diagram showing a case where a title addition effect is executed when a third enemy defeat title image is displayed in the fifth mode. [Figure 70] A diagram showing the flow of presentation in the fifth form. [Figure 71] (A) is a table showing the expected probability of winning the sword buried effect, (B) is a table showing the expected probability of winning the sword holding cut-in effect, (C) is a table showing the expected probability of winning the logo SP reach, and (D) is a table showing the expected probability of winning the title added effect. [Figure 72] A figure showing a case in which a first light-emitting effect is executed, followed by a dimming effect, and then a second light-emitting effect in the fifth form. [Figure 73] A figure showing an example of the presentation of the fifth form. [Figure 74] A figure showing an example of the presentation of the fifth form. [Figure 75] A figure showing an example of the presentation of the fifth form. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The first embodiment of the gaming machine of the present invention will be specifically described below 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.
[0010] 1. Structure of the gaming machine A pachinko game machine PY1, which is a first embodiment of the game machine of the present invention, 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.
[0011] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. The front door 23 includes a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is 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 see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t may be a transparent glass plate, a transparent synthetic resin plate, etc. It is sufficient that the game area 6 can be seen from the front of the pachinko gaming machine PY1.
[0012] 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.
[0013] An operable first input device (hereinafter "normal button") 40 is provided forward of the upper tray 34 on the top surface of the lower decorative body 36. The normal button 40 is, for example, a button with a depression surface, a lever with a grip, etc. Also, an operable second input device (hereinafter "special button") 41 is provided on the right decorative body 32 formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 is, for example, a button with a depression surface, a lever with a grip, etc.
[0014] 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 (sound output means) 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.
[0015] 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.
[0016] 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.
[0017] 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.
[0018] The play area 6 is an area where the game balls released by operating the handle 72k can flow down, and is provided for playing the pachinko game machine PY1. A large number of game nails (not shown) are protruding from the play area 6. The game nails form a path that appropriately guides the game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general winning opening 10, the gate 13, the first big winning opening 14, and the second big winning opening 15, which will be described later.
[0019] 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 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 (for example, three) 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 it is impossible or extremely difficult to insert a game ball into the second starting hole 12. Then, when a special state is entered, it moves to an open position where a game ball can be inserted into 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 only when in the open state is it possible for a game ball to be inserted into the second starting hole 12. 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 referred to as "special symbol 2 drawing") and the variable display of special symbol 2. In addition, when a game ball enters the second starting hole 12, a predetermined number of game balls (for example, three) are paid out as prize balls.
[0023] Further, a general winning opening 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (for example, three) 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 special prize device 14D (hereinafter, also referred to as a "normal AT 14D") in which a first special prize hole 14 into which a game ball can enter is formed.
[0026] 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 or extremely difficult for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k operates in an open state, the game ball can enter the first large prize winning opening 14. In this way, the 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 game ball enters the first large prize winning opening 14, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls.
[0027] In addition, the game area 6 is provided with a guide stage 12g that guides the game ball to the second starting port 12. The game ball rolling on the upper surface of the guide stage 12g can flow down toward the second starting port 12.
[0028] Further, 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, and it is impossible or extremely difficult for a game ball to enter the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in an open state, it becomes easy for a game ball to 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 gaming ball enters the second large winning port 15, a predetermined number of gaming balls (for example, 14 balls) are paid out as prize balls.
[0029] 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.
[0030] 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.
[0031] 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, it is impossible or extremely difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16 after passing through the second large prize opening sensor 15a, and the game ball 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.
[0032] 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.
[0033] 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 (e.g., 9R), the distribution solenoid 16s is energized and can be changed to the second state.
[0034] 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.
[0035] It is possible to provide only one of the first special prize device 14D and the second special prize device 15D, so long as it does not interfere with the game.
[0036] In addition, at approximately the bottom of the game area 6, two outlets 19 are provided 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. In addition, the game board 1 is provided with a board lamp 54 that can emit light.
[0037] Incidentally, the game area 6 through which the game balls can flow can be divided into a left game area (first game area) on the left side of the center in the left-right direction, and a right game area (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 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 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.
[0038] 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 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 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.
[0039] 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.
[0040] 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.
[0041] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed in response to 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 in response to the entry of a game ball into the second starting hole 12. In the following description, the special chart 1 and the special chart 2 are collectively referred to as the special charts, 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.
[0042] 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 stopped. The stopped special chart (stopped special chart, special pattern derived and displayed as a 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 opening (first jackpot opening 14 and second jackpot opening 15) is opened.
[0043] 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 "■■■■■■■□". 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.
[0044] 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.
[0045] 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 (an example of numerical information or judgment information) for performing a special drawing lottery or the like may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. In the following, the various random numbers acquired 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 acquired 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 reserves in the special drawing 1 reserve memory unit 105a in the special drawing reserve memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reserves in the special drawing 2 reserve memory unit 105b in the special drawing reserve memory unit 105. It is possible to set an upper limit (for example, 4) for 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. In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings", and the reserved number of special drawings 1 and the reserved number of special drawings 2 are collectively referred to as "reserved number of 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".
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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).
[0051] In the pachinko game machine PY1, when a game ball passes through the gate 13, a normal symbol random number (an example of numerical information or judgment information) for performing a normal symbol lottery may be obtained. This random number is stored in the normal symbol reserve memory unit 106 described below, on the condition that the variable display of the normal symbol or auxiliary play is not being performed. It is possible to set an upper limit (for example, 4) on the number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106. In the following, the normal symbol random number obtained when the game ball passes through the gate 13 is also referred to as a "normal symbol related random number."
[0052] 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 (display means), a first board movable device (hereinafter "above-board movable device") 55, and a second board movable device (hereinafter "below-board movable device") 56.
[0053] The image display device 50 is configured with, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, or the like, and is provided with a display screen 50a capable of displaying patterns and the like.
[0054] The above-board movable device 55 is disposed in front of the display screen 50a, is movable along the display screen 50a, and includes a decorated above-board movable body 55k. The below-board movable device 56 is disposed in front of the display screen 50a, is movable along the display screen 50a, and includes a decorated below-board movable body 56k.
[0055] 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.
[0056] 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.
[0057] 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 includes a game control board (hereinafter also 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 (game progress), a performance control board (hereinafter also referred to as "performance control board") 120 that controls performances such as game performances (special chart variable performance, reserve performance, big win game performance) according to the progress of the game by the main control board 100, customer waiting performance, and operation promotion performances that encourage operation during a period when the operation of the normal button 40 or the special button 41 is valid (operation valid period), 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 that controls the game. The performance control board 120 can be positioned as a performance control unit that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. The performance control unit is required to have at least the performance control board 120 and to be able to control the game performance, customer waiting performance, and operation promotion performance using the performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, etc.).
[0058] 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 performance control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. In addition, a power switch 191 is connected to the power supply board 190. The power supply is switched between on and off by turning the power switch 191 ON or OFF. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the performance control board 120 may be provided on the performance control board 120.
[0059] 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.
[0060] The game ROM 103 stores programs for performing the 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, and an auxiliary game control table, which will be described later. The game ROM 103 may be external. The game RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.
[0061] In addition, the main control board 100 is equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the game CPU 102 to clear the information stored in the game RAM 104.
[0062] The main control board 100 is connected to various sensors MS and various actuators MA via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.
[0063] The various sensors MS connected to the main control board 100 include a first start port sensor that detects a game ball that has entered the first start port 11, a second start port sensor that detects a game ball that has entered the second start port 12, a general prize port sensor that detects a game ball that has entered the general prize port 10, a gate sensor that detects a game ball that has passed through the gate 13, a first large prize port sensor that detects a game ball that has entered the first large prize port 14, a second large prize port sensor 15a that detects a game ball that has entered the second large prize port 15, a specific area sensor 16a that detects a game ball that has passed through the specific area 16 (entered the specific area 16), and a non-specific area sensor 17a that detects a game ball that has passed through the non-specific area 17 (entered the non-specific area 17). When each sensor detects a game ball, 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.
[0064] The various actuators MA connected to the main control board 100 include an electric chute solenoid that drives the electric chute opening and closing member 12k of the electric chute 12D, a first large prize opening solenoid that drives the normal AT opening and closing member 14k of the first large prize device 14D, a second large prize opening solenoid that drives the VAT opening and closing member 15k of the second large prize device 15D, and a distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D. 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 play.
[0065] Furthermore, displays 8 (special display 81, ordinary display 82, and special display hold 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.
[0066] 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).
[0067] The payout control board 170 pays out prize balls or pays out loan balls using the prize ball payout device 73 or the loan ball payout device 74 based on signals from the game control microcomputer 101 or signals from the connected card unit CU. The number of game balls to be paid out is output to the payout control board 170.
[0068] The launching device 72 is also provided with a touch switch capable of detecting contact with the handle 72k (see FIG. 1) by a person such as a player. When the player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives the launch solenoid 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. 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.
[0069] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the performance control board 120 according to the progress of the game. The performance 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 performance control board 120 is a one-way communication connection that only allows the transmission of signals from the main control board 100 to the performance control board 120. In other words, a one-way circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 100 and the performance control board 120 as a communication direction restriction means.
[0070] 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 performance 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.
[0071] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.
[0072] In addition, the performance 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 performance 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.
[0073] The image control board 140 is connected to the performance control board 120. The performance control microcomputer 121 of the performance 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 the command received from the main control board 100, that is, according to the progress of the game by the main control board 100. The connection between the performance control board 120 and the image control board 140 is a two-way communication connection that allows both the transmission of signals from the performance control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the performance control board 120.
[0074] 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.).
[0075] 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 combines the displayed image data to draw 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 screen 50a.
[0076] 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.
[0077] 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.
[0078] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of performance 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 image CPU 141 of image control board 140 may be made to execute audio control. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.
[0079] In addition, the performance control board 120 is connected to various switches serving as input sections, various actuators SA serving as drive sources, and various lamps SL via a specified relay board (not shown). Signals output by the various switches are input to the performance control board 120. In addition, the performance control board 120 outputs signals to the various actuators SA. In addition, the performance control board 120 controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100, etc.
[0080] The various switches connected to the performance 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 performance control board 120. The type and number of switches connected to the performance control board 120 can be changed as appropriate as long as it does not interfere with the game.
[0081] The various actuators SA connected to the performance control board 120 include motors that drive the above-board movable device 55, below-board movable device 56, frame movable device 58, etc., and can drive the motors to cause each movable device to perform a specified 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 type and number of actuators connected to the performance control board 120 can be changed as appropriate within the range that does not interfere with the game.
[0082] The various lamps SL connected to the performance control board 120 include a frame lamp 53, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, the emitted color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0083] 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 performance control substrate 120 may be changed as appropriate within the range that does not interfere with the game.
[0084] 3. Main games played on gaming machines Next, main games played on the pachinko gaming machine PY1 will be described with reference to FIGS.
[0085] 3-1. Games related to regular games First, the game related to the normal map will be explained. When the game ball that was shot 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 performing 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, when the game ball passes through the gate 13 when the variable display of the normal map or the auxiliary game is not being performed, it is called "establishment of the normal map variation start condition".
[0086] When the pachinko game machine PY1 performs such a series of games (regular game lottery, variable display of regular game, auxiliary game), it acquires regular game-related random numbers when the regular game variation start condition is met. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 8(A). The regular game pattern random numbers are random numbers (judgment information) for making winning judgments. An appropriate range is set for each random number.
[0087] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not an auxiliary game is executed) using one or more hit determination tables as shown in FIG. 9(A). The hit determination table can be associated with a game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between 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 assigned to a hit or a miss, which is a result of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal pattern random number with the hit determination table to perform a hit determination of whether or not the hit is a hit. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed to perform a variable display of the normal pattern. If the result of the hit determination is a hit, the winning pattern is basically stopped and displayed in the variable display of the normal pattern. On the other hand, if the result of the winning judgment is a loss, the loss normal map is basically displayed in a static manner in the variable display of the normal map. Also, the probability of winning can be changed appropriately.
[0088] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern using one or more general map fluctuation pattern determination tables as shown in Figure 9 (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.
[0089] The normal map fluctuation pattern determination table can be associated with the game state. That is, as the normal map fluctuation pattern determination table, it is possible to distinguish between a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in a non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in a time-saving state.
[0090] 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 between 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.
[0091] 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.
[0092] The auxiliary game includes various elements that constitute the auxiliary game (auxiliary game components), i.e., 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. The pachinko game machine PY1 controls the auxiliary game using one or more auxiliary game control tables as shown in FIG. 9(C) based on the game state. The auxiliary game control tables are associated with the game state. Auxiliary game components are stored in each auxiliary game control table. The number of times each of these elements opens and the opening time can be changed as appropriate.
[0093] The pachinko game machine PY1 can make the opening time of the electric chute 12D different between the auxiliary game in the non-time-saving state and the auxiliary game in the time-saving state. For example, in the auxiliary game in the non-time-saving state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get the game ball to enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-saving state is also called a "short opening auxiliary game". In the auxiliary game in the time-saving state, the electric chute 12D is opened for a second opening time longer than the first opening time (a time during which it is easy to get the game ball to enter the electric chute 12D (for example, 3.00 seconds)). In the following, the auxiliary game in the time-saving state is also called a "long opening auxiliary game".
[0094] 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.
[0095] 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.
[0096] 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.
[0097] 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, reach random numbers, and special symbol change pattern random numbers, as shown in FIG. 8(B). The special symbol random numbers are random numbers for making jackpot judgments. The jackpot symbol type random numbers are random numbers for making jackpot symbol type judgments. The reach random numbers are random numbers for making reach judgments. The special symbol change pattern random numbers are random numbers for making special symbol change pattern judgments. An appropriate range is set for each random number. The random numbers are also called judgment information.
[0098] 3-2-1. Jackpot determination The jackpot determination (first determination) is a determination for determining whether or not a jackpot has occurred (whether or not a jackpot game is executed) using one or more jackpot determination tables as shown in Fig. 10(A). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether the state is the normal probability state or the high probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (a jackpot determination table for normal probability) and a jackpot determination table used in the high probability state (a jackpot determination table for high probability) as the jackpot determination table.
[0099] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko game machine PY1 checks the acquired special symbol random number against the jackpot determination table to determine whether it is a jackpot or a miss. As shown in FIG. 10(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. Also, the probability of winning a jackpot can be changed as appropriate.
[0100] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of the jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate each type of jackpot symbol with the contents of the jackpot, in other words, the components of the jackpot consisting of the game benefits given to the player.
[0101] The jackpot symbol type determination table can be associated with the type of the special symbol that is variably displayed, in other words, with the type of the starting hole where the winning that caused the jackpot symbol type determination (that caused the jackpot symbol type determination) occurred. In other words, as the jackpot symbol type determination table, it is possible to distinguish between the jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of the special symbol 1 and the jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of the special symbol 2.
[0102] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of the jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is appropriately assigned to various jackpot symbols. Also, the allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of jackpot symbols can be appropriately increased or decreased.
[0103] For example, as shown in Fig. 10(B), the distribution rate of the jackpot pattern type by the jackpot pattern type determination for special chart 1 can be set to 50% for jackpot pattern X and 50% for jackpot pattern Y, and the distribution rate of the jackpot pattern type by the jackpot pattern type determination for special chart 2 can be set to 100% for jackpot pattern Z. 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.
[0104] 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 when the result of the jackpot judgment is a miss, using one or more reach judgment tables such as those shown in Figure 10 (C).
[0105] The reach judgment table can be associated with the game state. That is, as the reach judgment table, it is possible to distinguish between a reach judgment table used in a non-time-saving state (a reach judgment table for non-time-saving) and a reach judgment table used in a time-saving state (a reach judgment table for time-saving).
[0106] 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 checks the acquired reach random number against the reach judgment table to judge whether the reach is reached or not (whether or not the reach occurs). As shown in FIG. 10(C), it is possible to make the number of reach random numbers judged as "reach (reach occurs)" different between the non-time-saving reach judgment table and the time-saving reach judgment table. In the following, "reach (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 (reach does not occur)" is also referred to as "no reach miss".
[0107] 3-2-4. Special chart changes The special pattern change pattern judgment is a judgment for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using one or more special pattern change pattern judgment tables (special pattern change pattern judgment tables) as shown in Figs. 11 and 12, and is performed whether the result of the jackpot judgment 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. In addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance, the special pattern change pattern can include identification information related to the result of the jackpot judgment and the reach judgment. As the special pattern change pattern, it is possible to use multiple types of special pattern change patterns each with different identification information, and the number of them can be changed appropriately.
[0108] The special pattern variation pattern judgment table can be associated with the type of special pattern that performs the variable display to be judged, in other words, the type of starting gate where the winning caused by the special pattern variation pattern judgment was made. In other words, as the special pattern variation pattern judgment table, it is possible to distinguish between the special pattern variation pattern judgment table used when performing the variable display of special pattern 1 (special pattern 1 variation pattern judgment table: Figure 11) and the special pattern variation pattern judgment table used when performing the variable display of special pattern 2 (special pattern 2 variation pattern judgment table: Figure 12).
[0109] Each special chart fluctuation pattern determination table can also be associated with a game state. That is, as the special chart 1 fluctuation pattern determination table, it is possible to distinguish between the special chart 1 fluctuation pattern determination table used in the non-time-saving state (special chart 1 fluctuation pattern determination table for non-time-saving) and the special chart 1 fluctuation pattern determination table used in the time-saving state (special chart 1 fluctuation pattern determination table for time-saving). On the other hand, as for the special chart 2 fluctuation pattern determination table, it is also possible to distinguish between the special chart 2 fluctuation pattern determination table used in the non-time-saving state (special chart 2 fluctuation pattern determination table for non-time-saving) and the special chart 2 fluctuation pattern determination table used in the time-saving state (special chart 2 fluctuation pattern determination table for time-saving).
[0110] In addition, each special pattern change pattern determination table associated with the game state can be further associated with a jackpot determination result, a jackpot pattern type determination result, or a reach determination result. That is, the non-time-saving special pattern 1 change pattern determination table and the non-time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss. Similarly, the time-saving special pattern 1 change pattern determination table and the time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss.
[0111] Furthermore, each special chart 1 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 1 variation pattern judgment 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 judgment table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. Also, each special chart 2 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 2 variation pattern judgment 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 judgment table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4.
[0112] 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.
[0113] In addition, each special chart change pattern can be associated with a special chart change performance flow as shown in the second column from the right in the table of Figures 11 to 12.
[0114] As shown in the rightmost column of the table in Fig. 11-Fig. 12, the special chart variation pattern may be named in association with the special chart (the result of the jackpot determination) and the content of the special chart variation performance. For example, the special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, the special chart variation pattern in which an SP reach, which is a type of reach, occurs among reach-and-misses is called an "SP miss variation," the special chart variation pattern in which an L reach, which is a type of reach, occurs among reach-and-misses is called an "L miss variation," the special chart variation pattern in which the special chart variation performance ends with an N reach, which is a type of reach, among reach-and-misses is called an "N miss variation," and the special chart variation pattern related to no-reach misses is called a "normal miss variation."
[0115] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment using one or more look-ahead judgment tables as shown in FIG. 13 based on the acquired special symbol-related random number. The look-ahead judgment (second judgment) includes, for example, a judgment as to whether or not the special symbol random number is judged as a big win in the big win judgment, a judgment as to which big win symbol type the big win symbol type random number is determined to be in the big win symbol type judgment, and a judgment as to which special symbol variation pattern random number is determined to be in the special symbol variation pattern judgment. The look-ahead judgment table can be associated with the type of start port related to the start winning. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table (first look-ahead judgment table) in the case of winning in the first start port 11 and a look-ahead judgment table (second look-ahead judgment table) in the case of winning in the second start port 12.
[0116] The look-ahead judgment table can also be associated with the game state. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table used in a non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in a time-saving state (time-saving look-ahead judgment table).
[0117] In other words, the look-ahead judgment table can be distinguished between a first look-ahead judgment table used in a non-time-saving state, a first look-ahead judgment table used in a 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 it is possible to appropriately change what judgments are included in the look-ahead judgment.
[0118] 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)."
[0119] The elements (jackpot game components) constituting such a jackpot game include the number of rounds, the number of times the jackpot opening port (first jackpot opening port 14 or second jackpot opening port 15) is opened in each round, the type and opening time (opening pattern) of the jackpot opening for each opening, the time to close the jackpot opening until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in FIG. 14. The jackpot game control table stores jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games as the jackpot game.
[0120] For example, as shown in Fig. 14, in the case of the jackpot game X, the first large prize opening 14 is opened for a maximum of 29.5 seconds from 1R to 8R, the first large prize opening 14 is opened for a maximum of 0.1 seconds in 9R, and the second large prize opening 15 is opened for a maximum of 29.5 seconds in 10R (final round). In addition, in the case of the jackpot game Y, the first large prize opening 14 is opened for a maximum of 29.5 seconds from 1R to 8R, the first large prize opening 14 is opened for a maximum of 0.1 seconds in 9R, and the second large prize opening 15 is opened for a maximum of 0.1 seconds in 10R. In addition, in the case of a jackpot game Z, from 1R to 9R, the first large prize opening 14 is open for a maximum of 29.5 seconds, and in the 10R, the second large prize opening 15 is open for a maximum of 29.5 seconds, so that a round game is played.Furthermore, in each round game, when a predetermined number of game balls (for example, 10) are detected by the large prize opening sensor, the round game is ended even before the maximum opening time of the large prize openings 14, 15 has elapsed.
[0121] In addition, the number of times and the time for each element can be changed as appropriate. In addition, the big win game can be performed using both the first big win opening 14 and the second big win opening 15, or using only one of them.
[0122] Here, the specific area 16 will be described in detail. The specific area 16 can be in a closed state where a prize cannot be won and an open state where a prize can be won, by the distribution member 16k, so that the operation mode of the distribution member 16k can be called the opening and closing mode of the specific area 16. In the following, the operation mode of the distribution member 16k is also called the "opening and closing mode of the specific area 16". In this way, the distribution member 16k is controlled in a certain operation mode (the specific area 16 is in a certain opening and closing mode), and the difficulty (ease) of making the game ball enter the specific area 16 in the big win game is set by a combination of the certain operation mode of the distribution member 16k (the certain opening and closing mode of the specific area 16) and the opening and closing mode of the second big winning port 15 in the big win game. In the following, the specific area 16 being in an open state is also called "V opening".
[0123] For 15 seconds after the second large prize opening 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, it is easy for the game ball to pass through the specific area 16 (to enter the specific area 16) because of 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. On the other hand, in a round game in which the second large prize 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 enter the specific area 16) because of 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. In this way, it is possible to execute a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which the game ball easily passes through the specific area 16 (hereinafter also referred to as "V passing"), and a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which the game ball cannot or has difficulty passing through the specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V short opening pattern is called a "V short jackpot".
[0124] 3-4. Game status Next, the game state will be described. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state (also called low probability low base state)", "low probability high base game state (also called low probability high base state)", "high probability low base game state (also called high probability low base state)", "high probability high base game state (also called high probability high base state)" and "jackpot game state". The "low probability low base game state" can be abbreviated to "low probability low base state", the "low probability high base game state" to "low probability high base state", the "high probability low base game state" to "high probability low base state", and the "high probability high base game state" to "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.
[0125] 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 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. The high probability state can be switched from the high probability state to the normal probability state by performing a predetermined number of jackpot determinations without winning a jackpot, or by winning the next jackpot.
[0126] 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., 3.00 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, it is also possible to make the special chart fluctuation pattern judgment using a special chart fluctuation pattern judgment 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 11 to 12). 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.
[0127] In addition, it is possible to make the general map variation time shorter in the time-saving state than in the non-time-saving state. For example, in the time-saving state, the general map variation time (5 seconds) is determined, which is shorter than the general map variation time (30 seconds) determined in the non-time-saving state. Therefore, the number of times the general map lottery is executed per unit time is greater in the time-saving state.
[0128] In addition, the time-saving state can be 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). Therefore, the time-saving state is judged as a hit more times per unit time.
[0129] 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 more advantageous to the player than the non-time-saving state.
[0130] 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. The time-saving state can be changed from the time-saving state to the non-time-saving state by a predetermined number of jackpot determinations being made without winning a jackpot, or by winning the next jackpot.
[0131] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a prize, the normal map fluctuation 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. Three points about the game related to the normal map are set to be advantageous to the player. However, the points set to be advantageous to the player may be only a part of these.
[0132] 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 addition, in the "jackpot game state," a win determination is performed but a jackpot determination is not performed, so a non-time-saving state is set with the start of a jackpot game. In addition, it is possible to use all or only some of the game states described above for the game state.
[0133] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0134] 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.
[0135] 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. 16 (A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display screen 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. 16 (A-2). The performance settings include the volume setting of the sound output from the speaker 52, the brightness setting of the display screen 50a ("light amount setting"), and the frequency setting of the performance to be executed ("performance setting").
[0136] 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 background image G102) showing a daytime mountain scene is displayed on the display screen 50a as shown in FIG. 16 (B-1), a second normal presentation mode in which a background image (evening background image G103) showing an evening mountain scene is displayed on the display screen 50a as shown in FIG. 16 (B-2), and a third normal presentation mode in which a background image (nighttime background image G104) showing a nighttime mountain scene is displayed on the display screen 50a as shown in FIG. 16 (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 early presentation mode before the reach is established in the special chart variation presentation, and a normal late presentation mode after the reach is established. In the normal early presentation mode, one of the day background image G102, the evening background image G103, and the night background image G104 is displayed on the display screen 50a, while in the normal late 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.
[0137] 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. 16 (B-4), a background image (probability variation background image G105) representing the universe is displayed on the display screen 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 screen 50a, while in the probability variation post-stage presentation mode, a dedicated background image according to the type of reach is displayed.
[0138] The time-saving performance mode is a performance mode that can be set when the special chart variation performance is being performed in the "low probability high base game state", and is a performance mode that indicates that the state is in the normal probability state and the time-saving state. In the time-saving performance mode, for example, as shown in FIG. 16 (B-5), a background image (time-saving background image G106) showing the sky is displayed on the display screen 50a. Furthermore, the time-saving performance mode includes a time-saving early performance mode before the reach is established in the special chart variation performance, and a time-saving late performance mode after the reach is established. In the time-saving early performance mode, the time-saving background image G106 is displayed on the display screen 50a, but in the time-saving late performance mode, a dedicated background image according to the type of reach is displayed.
[0139] 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. 16(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 screen 50a. During the round of the jackpot game, as shown in FIG. 16(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 screen 50a. During the ending of the jackpot game, as shown in FIG. 16(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 screen 50a.
[0140] The types of presentation modes can be changed or added as appropriate.
[0141] 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 change display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the change display of the special chart and the special chart lottery result (the jackpot determination result, the jackpot pattern type determination result, the reach determination result, and the special chart change pattern determination result). In the special chart change performance, the change display of the performance pattern is performed on the display screen 50a in a manner superimposed on a predetermined background image. The performance pattern is composed of, for example, number patterns of 1 to 9, and in the change display of the performance pattern, the performance pattern changes with the start of the change display of the special chart, and the performance pattern stops with the end of the change display of the special chart. That is, after the change display of the performance pattern is performed for the special chart change time, the change stops and the stop display of the performance pattern is performed. Then, the result of the special chart lottery is notified by the stop display of the performance pattern.
[0142] 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.
[0143] 4-2-1.Performance pattern display area As shown in Fig. 17(A), the display screen 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, center, and right sides of the display screen 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.
[0144] Also, as shown in Fig. 17(A), a small symbol area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display screen 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when variable display of special symbols is performed. The small symbols KZ1, KZ2, and KZ3 are, for example, composed of number symbols 1 to 9.
[0145] In addition, in Figure 17 (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 clearly shown with dotted lines, but this is written to indicate the extent 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.
[0146] 4-2-2.Normal fluctuation The pachinko game machine PY1 can perform a normal variation first in the special chart variation performance. The normal variation functions as a performance that suggests that the variable display of the special chart has started.
[0147] When the variable display of the special chart starts, for example, as shown in Fig. 17(A), on the display screen 50a, the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 (hereinafter also referred to as "performance patterns EZ1, EZ2, EZ3" or "performance pattern EZ") are displayed in a stopped state, and the left small pattern KZ1, the middle small pattern KZ2, and the right small pattern KZ3 are displayed in a stopped state, and the variable display of the special chart is not performed, and the variable display of the special chart is waiting, as shown in Fig. 17(B), the variable display of the performance patterns EZ1, EZ2, and EZ3 starts with the start, and the variable display of the small patterns KZ1, KZ2, and KZ3 starts. Note that "↓" in Fig. 17 indicates that the pattern is being displayed in a variable state. And, when the special pattern of the variable display of the special pattern is, for example, "normal miss variation", as shown in Fig. 17(C-1), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stopping patterns, and then as shown in Fig. 17(D), the performance patterns EZ1, EZ2, and EZ3 stop in a stopping pattern suggesting a miss (so-called barakeme). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stopping pattern suggesting a miss. There are several types of stopping patterns suggesting a miss, such as "1·1·2" and "2·4·6", where the left and right patterns are not the same. On the other hand, when the special pattern of the variable display of the special pattern is a special pattern with a reach, such as "N miss variation", the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stopping mode (so-called reach eyes), as shown in Figure 17 (C-2), 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.
[0148] 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.
[0149] In the N reach, as shown in FIG. 18(A), the reach-established state is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 18(B), the speed of change of the middle performance symbol EZ2 gradually slows down. Then, when the special symbol change pattern of the variable display of the special symbol is, for example, "N miss change," the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping state suggesting a reach miss (so-called reach miss eyes) as shown in FIG. 18(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping state suggesting a reach miss. There are several types of stopping states suggesting a reach miss, such as "7·6·7" and "5·3·5," in which the left and right symbols are the same and the middle symbol is different from the left and right symbols. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "N jackpot change," it is displayed in a stopping mode (so-called repeated numbers) that suggests a jackpot, as shown in FIG. 18 (C-2). There are several types of stopping modes that suggest a jackpot, such as "7·7·7" and "2·2·2," in which the left, right, and center symbols are the same. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopping mode that suggests a jackpot. Note that the performance content of the N reach is not limited to the gradual deceleration of the center performance symbol EZ2, and can be changed or added as appropriate.
[0150] 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.
[0151] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image (background image G113 for the SP reach) dedicated to the SP reach is displayed on the display screen 50a, and an image (for example, a first enemy defeat title image TI described later) indicating that the SP reach has started is displayed in the center of the display screen 50a. After that, as shown in FIG. 19(B), a performance dedicated to the SP reach (for example, display of a normal battle image G113c as 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 change pattern of the variable display of the special chart is, for example, "SP big win change", as shown in FIG. 19(C-1), a performance suggesting a big win (for example, display of a battle victory image WI indicating that the main character has won the battle) is performed on the display screen 50a, and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a big win mode (so-called double numbers) suggesting a big win. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a big win mode suggesting a big win. On the other hand, when the special symbol variation pattern of the variable display of the special symbol is, for example, "SP miss variation," as shown in FIG. 19 (C-2), a performance suggesting a miss (for example, display of a battle defeat image LO indicating that the main character has lost the battle) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed stopped all at once in a reach miss mode suggesting a reach miss. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a reach miss mode suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.
[0152] Here, we will explain in detail the possibility that the performance symbols EZ1, EZ2, and EZ3 for each reach will stop in a manner indicating a jackpot (jackpot expectation, winning expectation). 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 the N reach is set to 10% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," and the execution probability of the SP reach is set to 4% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," it is possible to set the jackpot expectation of the SP reach higher than the jackpot expectation of the N reach. Furthermore, if SP reach A and SP reach B are made executable as SP reaches, and the execution probability of SP reach A is set to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," and the execution probability of SP reach B is set to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," then it is possible to set the jackpot expectation of SP reach B higher than that of SP reach A. 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.
[0153] 4-3. Hold icon display area As shown in FIG. 20(A), the display screen 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.
[0154] In addition, in the vicinity of the reserved icon display area 50d, as shown in Fig. 20 (A), it is possible to provide the icon display area 50e consisting of one display area. The icon display area 50e can display the reserved icon TA that is the same as or different from the reserved icon HA in response to the start of the special chart variation performance.
[0155] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. In addition, 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.
[0156] 4-3-1.Holding effect 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.
[0157] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 20(B), the icon TA is displayed in the icon display area 50e. Then, if 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. 20(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. 20(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".
[0158] 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, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the buttons 40, 41, etc., and can suggest the result of the jackpot determination or the result of the special chart change pattern determination.
[0159] 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.
[0160] In the movable body performance, for example, when the N reach develops into the SP reach, as shown in FIG. 21(A), the on-board movable device 55 and the under-board movable device 56 are operated, and the on-board movable body 55k moves downward and the under-board movable body 56k moves upward. Then, the on-board movable body 55k and the under-board movable body 56k move to overlap the center of the display screen 50a as seen by the player, suggesting the development into the SP reach. At this time, an effect image is displayed in the space of the display screen 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in FIG. 21(B), the on-board movable body 55k and the under-board movable body 56k return to the normal standby state (initial position) and develop into the SP reach. 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.
[0161] 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 in which the player operates the normal button 40 or the special button 41, and functions as a performance that makes the player expect a big win.
[0162] In the operation presentation, for example, in the SP reach, a period (button operation valid period) occurs during which the pressing operation of the special button 41 is valid, and with the occurrence of this button operation valid period, as shown in FIG. 22(A), a presentation (button operation promotion presentation) is performed to encourage the operation of the special button 41. In the button operation promotion presentation, a button operation promotion image G3 is displayed on the display screen 50a. The button operation promotion image G3 includes an image (special button image G31) imitating the special button 41, an image (press operation image G32) showing the operation mode of the special button 41 (i.e., pressing operation), and an image (operation valid period remaining time image G33) showing the remaining time of the button operation valid period. The operation valid period remaining time image G33 is composed of a roughly curved progress bar, and changes as time passes 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 button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated during the button operation valid period, the on-board movable device 55 is actuated and the on-board movable body 55k moves downward as shown in FIG. 22(B). Then, the on-board movable body 55k moves so as to overlap with the center of the display screen 50a as seen by the player, 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.
[0163] 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.
[0164] 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. 20(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. Note that the pre-reading performance can be performed for both or either the special chart 1 reservation and the special chart 2 reservation. Also, it is not limited to the change in the display mode of the reservation icon HA, and it is possible to change or add it appropriately. For example, it is also possible to change the stop mode of the performance patterns EZ1, EZ2, and EZ3 in the special chart change performance.
[0165] Hereinafter, the reserved icon HA showing "☆" displayed in the reserved icon display area 50d will be referred to as the special reserved icon HAX. Hereinafter, the special reserved icon HAX ("☆") displayed in the first display area 50d1 shifts to the icon display area 50e as the variable display of the special pattern ends. Therefore, the icon TA showing "☆" will be displayed in the icon display area 50e. Therefore, below, the icon TA showing "☆" displayed in the icon display area 50e will be referred to as the special icon TAX.
[0166] 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 23 and 24. 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.
[0167] [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. 23 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.
[0168] 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. 8(A) and Fig. 8(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.
[0169] 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).
[0170] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 24, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands and the like set in the output buffer provided in the game RAM 104 of the main control board 100 in each process described below are output to the performance control board 120, the payout control board 170, and the like.
[0171] In the input process (S102) that follows the output process (S101), the game control microcomputer 101, for example, receives 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.
[0172] 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. 23. That is, the update process of the counter values of various random numbers shown in Fig. 8(A) and Fig. 8(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)).
[0173] 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 (S106). The sensor detection process, the normal action process, and the special action process will be described later.
[0174] Following the special operation process (S106), a sorting device control process for controlling the sorting device 16D is performed (S107).
[0175] Next, the game control microcomputer 101 executes other processes (S108) and ends the main timer interrupt process (S005). As other processes (S108), 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 (S108), 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.
[0176] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process until the next interrupt pulse is input to the game CPU 102 (see FIG. 23), and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt process (S005). In the output process (S101) of the main side timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like that were set in the output buffer of the game RAM 104 in the previous main side timer interrupt process (S005).
[0177] [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, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0178] 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. Also, depending on the result of the process, a command for the general winning hole sensor is generated.
[0179] In the gate sensor process, it is determined whether or not a gaming ball has been detected by the gate sensor. 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.
[0180] In the second start hole sensor process, it is determined whether or not a game ball is detected by the second start hole sensor. 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 change 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 storage areas from the first area to the nth area (n is an integer of 2 or more), 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 process, a command for the second start port sensor is generated, including a special drawing 2 reserved number command representing the number of special drawing 2 related random numbers (special drawing 2 reserved number) stored in the special drawing 2 reserved memory unit 105b and a second start winning command representing the result of the second pre-reading judgment. In this embodiment, the above-mentioned n is 4, and the upper limit number of the special drawing 2 reserved number is set to 4. However, the upper limit number of the special drawing 2 reserved number is not limited to 4, and may be 1, and can be changed as appropriate.
[0181] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor. 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), 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 process, a command for the first start port sensor is generated, including 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. In this embodiment, the above-mentioned n is 4, and the upper limit number of the special chart 2 reserved number is set to 4. However, the upper limit number of the special chart 2 reserved number is not limited to 4, may be 1, and can be changed as appropriate.
[0182] In the first big prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first big prize opening sensor. Also, a command for the first big prize opening sensor is generated according to the result of the process.
[0183] 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. Also, a command for the second large prize opening sensor is generated according to the result of the process.
[0184] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor, and a command for the specific area sensor is generated according to the result of the process.
[0185] [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.
[0186] 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.
[0187] 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.
[0188] 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.
[0189] 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.
[0190] [2-3. Special Action Processing] In the special operation process (S106), 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.
[0191] [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.
[0192] In the special symbol 2 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special symbol random number among the special symbol 2 related random numbers stored in the first area of the special symbol 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 symbol type determination is performed to determine the type of the jackpot symbol, using the jackpot symbol type random number among the special symbol 2 related random numbers and the special symbol 2 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. Also, if the result of the jackpot determination is a miss, a symbol designation command representing a miss is generated.
[0193] 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 table according to the current game state. 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 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 unit 81b is caused to start variable display of the special chart 2 based on the special chart variation time associated with the determined special chart 2 variation pattern.
[0194] 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 is generated that represents the special chart 2 reserved number after the process.
[0195] 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.
[0196] 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 table according to the current game state. 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 about being a special chart 1, information about the result of the jackpot determination, information about the result of the reach determination, information about the result of the jackpot type determination, information about the special chart variation time associated with the special chart 1 variation pattern, and the like. Then, the special chart 1 display unit 81a is caused to start variable display of the special chart 1 based on the special chart variation time associated with the determined special chart 1 variation pattern.
[0197] 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.
[0198] In this embodiment, when both the special drawing 2 reserved number and the special drawing 1 reserved number exist, the special drawing 2 determination process is performed with priority, and the variable display of special drawing 2 and the variable display of special drawing 1 are not performed in parallel.
[0199] [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.
[0200] [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 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.
[0201] [2-3-4. Jackpot game control processing] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, a jackpot game is played using a jackpot game control table. After transition to the jackpot game state, each round game 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 type determination.
[0202] [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.
[0203] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.
[0204] 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. 25 and Fig. 26. 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.
[0205] [1. Sub-control main processing] When the power is turned on to the pachinko game machine PY1, the performance control microcomputer 121 provided on the performance control board 120 reads out the program of the sub-control main processing shown in Fig. 25 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing 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.
[0206] Next, interrupts are prohibited (S4002), and random number seed update processing is executed (S4003). In the random number seed update processing (S4003), the values of various random number counters for determining various effects are updated to make judgments regarding various effects. As an example, the method of updating the random number counters for determining various effects can be the same as the normal and special symbol main random number update processing performed by the main control board 100 described above. When updating, the random number values may be added by 2 instead of by 1. This is also the case with the normal and special symbol main random number update processing performed by the main control board 100 described above.
[0207] When the random number seed 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 performance control board 120 are transmitted to the image control board 140. The image control board 140 that receives the command displays an image on the display screen 50a according to the received command (executes various performances using images). In addition, the performance control board 120 outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances using 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 using light), and operates the movable devices 55, 56, and 58 (executes various movable body performances using movements), in addition to the various performances performed by the image control board 140.
[0208] The performance control microcomputer 121 then permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the interrupts are permitted, reception interrupt processing (S4010) and sub-side timer interrupt processing (S4011) can be executed.
[0209] 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 (S101) 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).
[0210] [2. Sub timer interrupt processing] The sub-side timer interrupt processing (S4011) is executed each time an interrupt pulse of a predetermined period (for example, 1 msec period) is input to the performance control board 120. As shown in Fig. 26, the sub-side timer interrupt processing (S4011) sequentially performs input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), watchdog timer processing (S4104), received command analysis processing (S4105), performance timer update processing (S4106), sound control processing (S4107), and performance data creation processing (S4108).
[0211] 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. In the light emission data output process, light emission data is output to the lamp control circuit 151 to light up lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the image-based performance, etc., based on the performance data created in the performance data creation process described later. In other words, the performance control microcomputer 121 causes the frame lamp 53, the board lamp 54, etc. to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, drive data is output to perform a movable body performance that operates the movable devices 55, 56, 58, etc. at a predetermined timing based on the performance data created in the performance data creation process. In other words, the performance control microcomputer 121 performs a movable body performance that operates the movable devices 55, 56, 58, etc. in a predetermined operation mode according to the drive data. In the watchdog timer process, the watchdog timer is reset.
[0212] 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, selection of a performance, setting of a performance mode, setting of a command, etc.) is carried out. In the performance timer update process, a timer for measuring the time related to each performance is updated. In the audio control process, audio data (data for controlling the audio output from the speaker 52) is created and output to the audio control circuit 161 based on the processing result of the received command analysis process. In the performance data creation process, performance data is created based on the processing result of the received command analysis process.
[0213] 7. Description of the features of the first form A more detailed description of the features of the pachinko gaming machine PY1 in the first form (this form) will be given below. In the pachinko gaming machine PY1 in the first form, a pre-reading background change notice and a pre-reading zone notice may be executed as pre-reading effects. The pre-reading effects are effects that suggest the probability of winning a jackpot before a variable effect showing the result of the special chart lottery is executed (before the variable display of the special pattern showing the result of the special chart lottery begins).
[0214] First, the pre-reading background change notice (first pre-reading notice performance) will be explained based on Fig. 27. The pre-reading background change notice is a performance that suggests the probability of winning by changing the display mode of the background image (daytime background image G102) before the variable performance showing the result of the special drawing is executed. This pre-reading background notice performance has three steps according to the degree of the probability of winning, as described later.
[0215] An example of a case where a pre-reading background change notice is executed will be described. First, the number of reserved items in the special chart 1 is two, the icon TA is displayed in the icon display area 50e, and 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. However, in the second display area 50d2, a special reserved icon HAX (a reserved icon HAX in a special mode) showing "☆" is displayed, suggesting that the probability of winning is higher than that of the reserved icon HA in a normal mode showing "〇".
[0216] Here, it is assumed that the daytime background image G102 is displayed on the display screen 50a, and the pre-reading background change notice is executed for the special reserved icon HAX in the second display area 50d2. In this case, as shown in FIG. 27(A), a lightning image DN1 indicating that lightning has struck from the clouds is displayed on the display screen 50a. Next, as shown in FIG. 27(B), a pre-reading explanation image DN2 indicating "The more rain, the better your chances!" is displayed on the display screen 50a. In this way, by displaying the lightning image DN1 and the pre-reading explanation image DN2, it is possible to make the player understand that the pre-reading background change notice is executed. In addition, the pre-reading explanation image DN2 makes it possible for the player to easily understand that the more rain is displayed in the pre-reading background change notice, the higher the chance of winning.
[0217] After the preview explanation image DN2 shown in FIG. 27(B) is displayed, the process branches into a first step in which a light rain background image G102a shown in FIG. 27(C-1) is displayed, a second step in which a heavy rain background image G102b shown in FIG. 27(C-2) is displayed, and a third step in which a heavy rain background image G102c shown in FIG. 27(C-3) is displayed. The light rain background image G102a is a background image showing a light rain falling against a daytime mountain scenery. The heavy rain background image G102b is a background image showing a lot of rain falling against a daytime mountain scenery. The heavy rain background image G102c is a background image showing an extremely heavy rain falling against a daytime mountain scenery.
[0218] In this way, a player who has understood that the background image has changed from the daytime background image G102 due to the pre-reading background change notice can understand that the winning expectancy has increased before the change performance (the change) showing the result of the special chart lottery is executed. Specifically, as shown in FIG. 31(A), when the light rain background image G102a shown in FIG. 27(C-1) is displayed as the first step, it is suggested that the winning expectancy for the reserved icon HA that triggered the execution of the pre-reading background change notice is 10%. Also, when the heavy rain background image G102b shown in FIG. 27(C-2) is displayed as the second step, it is suggested that the winning expectancy for the reserved icon HA that triggered the execution of the pre-reading background change notice is 20%. Also, when the heavy rain background image G102c shown in FIG. 27(C-3) is displayed as the third step, it is suggested that the winning expectancy for the reserved icon HA that triggered the execution of the pre-reading background change notice is 35%.
[0219] In addition, when the pre-reading background change notice is started, before the variable performance showing the result of the special drawing is executed, the light rain background image G102a may change to the heavy rain background image G102b, the light rain background image G102a may change to the heavy rain background image G102c, and the heavy rain background image G102b may change to the heavy rain background image G102c. Also, the pre-reading background image (light rain background image G102a, heavy rain background image G102b, heavy rain background image G102c) displayed in the pre-reading background change notice is displayed even after the variable performance is started by executing a jackpot determination for the special chart related random number (special pattern random number) that triggered the execution of the pre-reading background change notice.
[0220] Next, the look-ahead zone notice (second look-ahead notice performance) will be explained based on FIG. 28. The look-ahead zone notice is a performance that suggests the probability of winning by displaying a zone image before the variable performance showing the result of the special drawing is executed. As described later, this look-ahead zone notice has three steps according to the degree of the expectation of winning. An example of a case where the look-ahead zone notice is executed will be explained. First, it is assumed that the number of reserved special drawings 1 is two, the icon TA is displayed in the icon display area 50e, the reserved icon HA in the normal mode is displayed in the first display area 50d1 of the reserved icon display area 50d, and the special reserved icon HAX is displayed in the second display area 50d2.
[0221] Here, it is assumed that the daytime background image G102 is displayed on the display screen 50a, and a look-ahead zone notice is executed for the special hold icon HAX in the second display area 50d2. In this case, in the look-ahead zone notice, there are a first step in which a slight fever zone image BN shown in Fig. 28(A) is displayed, a second step in which an extremely hot zone image GN shown in Fig. 28(B) is displayed, and a third step in which a scorching hot zone image SN shown in Fig. 28(C) is displayed.
[0222] As shown in FIG. 28(A), the mild heat zone image BN is an image in which a faintly moving mild heat flame and the letters "mild heat zone" are superimposed on the edge of the daytime background image G102. As shown in FIG. 28(B), the extremely hot zone image GN is an image in which a large moving extremely hot flame and the letters "extremely hot zone" are superimposed. As shown in FIG. 28(C), the scorching hot zone image SN is an image in which a violently moving scorching hot flame and the letters "scorching hot zone" are superimposed. In this way, the pre-reading zone notice gives the player a hot impression in the order of scorching hot zone image SN>scorching hot zone image GN>mild heat zone image BN, suggesting that the probability of winning is high in the order of scorching hot zone image SN>scorching hot zone image GN>mild heat zone image BN.
[0223] Specifically, as shown in Fig. 31(B), when the mild fever zone image BN shown in Fig. 28(A) is displayed as the first step, it is suggested that the winning expectancy for the reserved icon HA that triggered the execution of the look-ahead zone notice is 30%. When the extremely hot zone image GN shown in Fig. 28(B) is displayed as the second step, it is suggested that the winning expectancy for the reserved icon HA that triggered the execution of the look-ahead zone notice is 50%. When the scorching hot zone image SN shown in Fig. 28(C) is displayed as the third step, it is suggested that the winning expectancy for the reserved icon HA that triggered the execution of the look-ahead zone notice is 60%.
[0224] In addition, when the pre-reading zone notice is started, before the variable performance showing the result of the special drawing is executed, the slight fever zone image BN may be switched to the extremely hot zone image GN, the slight fever zone image BN may be switched to the scorching hot zone image SN, and the extremely hot zone image GN may be switched to the scorching hot zone image SN. Also, the zone images (slight fever zone image BN, extremely hot zone image GN, scorching hot zone image SN) displayed in the pre-reading zone notice are displayed even after the variable performance has started, by executing a jackpot determination for the special chart-related random number (special pattern random number) that triggered the execution of the pre-reading zone notice.
[0225] In this embodiment, during the execution of the variable performance showing the result of the special drawing, the pre-notification performance (variable pre-notification) suggesting the probability of winning may be executed before the result of the special drawing is indicated. One of the pre-notification performances is a cut-in pre-notification. The cut-in pre-notification is a performance suggesting the probability of winning by temporarily interrupting and displaying a cut-in image on the display screen 50a during the execution of the variable performance. In this embodiment, the cut-in pre-notification includes a wet speech cut-in pre-notification and a hot speech cut-in pre-notification.
[0226] The wet speech cut-in notice will be described with reference to FIG. 29. There are four patterns of wet speech cut-in notices depending on the expected winning probability, and one of the four patterns is executed. In the wet speech cut-in notice, in the first pattern, as shown in FIG. 29(A), a first wet speech cut-in image KIA showing the characters "A little wet!" in blue is displayed in an interrupted manner on the display screen 50a. In the second pattern, as shown in FIG. 29(B), a second wet speech cut-in image KIb showing the characters "You're pretty wet!" in green is displayed in an interrupted manner on the display screen 50a. In the third pattern, as shown in FIG. 29(C), a third wet speech cut-in image KIc showing the characters "You're soaked!" in red is displayed in an interrupted manner on the display screen 50a. In the fourth pattern, as shown in FIG. 29(D), a fourth wet speech cut-in image KId showing the characters "You're soaked!" in gold is displayed in an interrupted manner on the display screen 50a.
[0227] In this way, the wet dialogue cut-in notice gives the player a strong impression of being wet in the order of fourth wet cut-in image KId>third wet cut-in image KIc>second wet cut-in image KIB>first wet cut-in image KIA, suggesting that the probability of winning is high in the order of fourth wet cut-in image KId>third wet cut-in image KIc>second wet cut-in image KIB>first wet cut-in image KIA.
[0228] Specifically, as shown in Fig. 31(C), when the first wet cut-in image KIa is displayed, it is suggested that the winning expectation rate for the icon TA is 15%. When the second wet cut-in image KIb is displayed, it is suggested that the winning expectation rate for the icon TA is 25%. When the third wet cut-in image KIc is displayed, it is suggested that the winning expectation rate for the icon TA is 40%. When the fourth wet cut-in image KId is displayed, it is suggested that the winning expectation rate for the icon TA is 70%.
[0229] Next, the hot line cut-in notice will be described based on FIG. 30. There are four patterns of the hot line cut-in notice according to the expected degree of winning, and one of the four patterns is executed. In the hot line cut-in notice, in the first pattern, as shown in FIG. 30(A), a first hot cut-in image KJa showing the characters "It's a little hot!" in blue is displayed in an interrupted manner on the display screen 50a. In the second pattern, as shown in FIG. 30(B), a second hot cut-in image KJb showing the characters "It's very hot!" in green is displayed in an interrupted manner on the display screen 50a. In the third pattern, as shown in FIG. 30(C), a third hot cut-in image KJc showing the characters "It's hot!" in red is displayed in an interrupted manner on the display screen 50a. In the fourth pattern, as shown in FIG. 30(D), a fourth hot cut-in image KJd showing the characters "It's hot!" in gold is displayed in an interrupted manner on the display screen 50a.
[0230] In this way, the hot dialogue cut-in announcement is arranged in the order of 4th hot cut-in image KJd>3rd hot cut-in image KJc>2nd hot cut-in image KJb>1st hot cut-in image KJa, which is intended to give the player a hot impression and suggests that the probability of winning is high in the order of 4th hot cut-in image KJd>3rd hot cut-in image KJc>2nd hot cut-in image KJb>1st hot cut-in image KJa.
[0231] Specifically, as shown in Fig. 31(D), when the first heat cut-in image KJa is displayed, it is suggested that the winning expectation rate for the icon TA is 15%. When the second heat cut-in image KJb is displayed, it is suggested that the winning expectation rate for the icon TA is 25%. When the third heat cut-in image KJc is displayed, it is suggested that the winning expectation rate for the icon TA is 40%. When the fourth heat cut-in image KJd is displayed, it is suggested that the winning expectation rate for the icon TA is 70%.
[0232] As can be seen from a comparison between FIG. 28 and FIG. 29, and a comparison between FIG. 30(C) and FIG. 30(D), the first wet cut-in image KIA and the first heat cut-in image KJa are in a paired relationship, the second wet cut-in image KIb and the second heat cut-in image KJb are in a paired relationship, the third wet cut-in image KIc and the third heat cut-in image KJc are in a paired relationship, and the fourth wet cut-in image KId and the fourth heat cut-in image KJd are in a paired relationship. Therefore, the wet speech cut-in notice and the heat speech cut-in notice can be said to be similar cut-in notices. Therefore, when a cut-in notice is executed during the execution of a variable performance, either the wet speech cut-in notice or the heat speech cut-in notice is executed, and both the wet speech cut-in notice and the heat speech cut-in notice are not executed.
[0233] By the way, as a look-ahead performance for a certain reserved icon HA, a look-ahead background change notice may be executed and a look-ahead zone notice may be executed. In this case, when the reserved icon HA shifts to the icon display area 50e and a special pattern change display for the special pattern related random number that triggered the look-ahead performance (hereinafter also referred to as "look-ahead target change" or simply "the change") is started, how to execute the change notice becomes an issue.
[0234] For example, before the change is started, the pre-read background change notice displaying the heavy rain background image G102b, which is the second step, is executed, and the pre-read zone notice displaying the slight fever zone image BN, which is the first step, is executed. In this case, the pre-read background change notice displaying the heavy rain background image G102b suggests that the winning expectation rate is 20% (see FIG. 31(A)), and the pre-read zone notice displaying the slight fever zone image BN suggests that the winning expectation rate is 30% (see FIG. 31(B)).
[0235] Under this premise, assume that after the fluctuation has started, a wet dialogue cut-in notice displaying the second wet cut-in image KIb or a hot dialogue cut-in notice displaying the second hot cut-in image KJb is executed as the fluctuation notice. In this case, the winning expectation rate suggested by the wet dialogue cut-in notice displaying the second wet cut-in image KIb or the hot dialogue cut-in notice displaying the second hot cut-in image KJb is 25% (see FIG. 31(C)(D)). Therefore, although the winning expectation rate is suggested to be 30% by the look-ahead zone notice displaying the low fever zone image BN as a look-ahead performance, the fluctuation notice suggests a winning expectation rate lower than 30% (25%), giving the player the impression that the winning expectation rate has decreased.
[0236] Here, if a pre-read background change notice is executed and a pre-read zone notice is executed before the change starts, a method of executing only the cut-in notice corresponding to the pre-read performance with the higher step is considered. For example, as described above, if a pre-read background change notice displaying the heavy rain background image G102b, which is the second step, is executed and a pre-read zone notice displaying the slight fever zone image BN, which is the first step, is executed, the pre-read background change notice has a higher step. Therefore, a method of executing a cut-in notice corresponding to the pre-read background change notice displaying the heavy rain background image G102b, which is the second step, is considered as the change notice.
[0237] However, even with the above method, the expected winning probability suggested by the pre-read background change notice displaying the heavy rain background image G102b, which is the second step, is 20%, so for example, a wet dialogue cut-in notice displaying the second wet cut-in image KIb may be executed as the change notice. In this case, the expected winning probability suggested by the wet dialogue cut-in notice displaying the second wet cut-in image KIb is 25%, but the expected winning probability is suggested to be 30% by the pre-read zone notice displaying the low fever zone image BN as a pre-reading performance. Therefore, as described above, the player is given the impression that the expected winning probability has decreased.
[0238] Also, for example, when a pre-reading zone notice is executed as a pre-reading performance, which suggests that the winning expectation is higher than that of the pre-reading background change notice, in order to ensure the consistency of the performance, it is preferable to execute a hot line cut-in notice rather than a wet line cut-in notice in the cut-in notice as the change notice. In other words, in the above case, if a wet line cut-in notice is executed as the change notice, it will give the player a sense of incongruity as a performance. On the other hand, when a pre-reading background change notice is executed as a pre-reading performance, which suggests that the winning expectation is higher than that of the pre-reading zone notice, in order to ensure the consistency of the performance, it is preferable to execute a wet line cut-in notice rather than a hot line cut-in notice in the cut-in notice as the change notice. In other words, in the above case, if a hot line cut-in notice is executed as the change notice, it will give the player a sense of incongruity as a performance.
[0239] In this embodiment, in order to address the above-mentioned problems, when the pre-read background change notice and the pre-read zone notice are executed, the cut-in notice is executed as follows. That is, when the pre-read background change notice and the pre-read zone notice are executed for a certain reserved icon HA, the performance control microcomputer 121 determines by lottery whether to execute the cut-in notice in the change. Then, when it is determined to execute the cut-in notice, it compares the winning expectancy of the step of the pre-read background change notice executed until the start of the change with the winning expectancy of the step of the pre-read zone notice executed until the start of the change. Then, it determines by lottery whether to execute the cut-in notice (wet cut-in notice or hot line cut-in notice) corresponding to one of the pre-read performances (pre-read background change notice or pre-read zone notice) with the higher winning expectancy.
[0240] For example, when the performance control microcomputer 121 executes the pre-reading background change notice and the pre-reading zone notice, it is assumed that the performance control microcomputer 121 determines to execute the cut-in notice as the change notice. In the pre-reading background change notice, the light rain background image G102a is displayed as the first step, and in the pre-reading zone notice, the scorching zone image SN is displayed as the third step. In this case, the winning expectation of the pre-reading background change notice that displays the light rain background image G102a is 10%, whereas the winning expectation of the pre-reading zone notice that displays the scorching zone image SN is 60%. Therefore, the performance control microcomputer 121 determines by lottery to execute the hot line cut-in notice so as to correspond to the pre-reading zone notice that has the higher winning expectation. Here, since the winning expectation of the pre-reading zone notice that displays the scorching zone image SN is 60%, the performance control microcomputer 121 determines by lottery whether to execute the hot line cut-in notice only for the hot line cut-in notice that has the winning expectation of 60% or more. Therefore, the performance control microcomputer 121 determines by lottery whether or not to execute a hot line cut-in notice (see FIG. 31(D)) that displays the fourth hot cut-in image KJd.
[0241] Also, for example, when the pre-reading background change notice and the pre-reading zone notice are executed, the performance control microcomputer 121 decides to execute a cut-in notice as the change notice. Then, in the pre-reading background change notice, the heavy rain background image G102c is displayed as the third step, and in the pre-reading zone notice, the slight fever zone image BN is displayed as the first step. In this case, the winning expectation rate of the pre-reading background change notice that displays the heavy rain background image G102c is 35%, whereas the winning expectation rate of the pre-reading zone notice that displays the slight fever zone image BN is 30%. Therefore, the performance control microcomputer 121 decides by lottery to execute a wet dialogue cut-in notice so as to correspond to the pre-reading background notice that has the higher winning expectation rate. Here, since the winning expectation rate of the pre-reading background change notice that displays the heavy rain background image G102c is 35%, the performance control microcomputer 121 decides by lottery whether to execute only the wet dialogue cut-in notice that has a winning expectation rate of 35% or more. Therefore, the performance control microcontroller 121 will decide by lottery whether to execute a wet line cut-in notice displaying the third wet cut-in image KIc (see Figure 31(C)), or a wet line cut-in notice displaying the fourth wet cut-in image KId (see Figure 31(C)), or whether to not execute a wet line cut-in notice.
[0242] Next, a performance example of the first form will be described based on Fig. 32 and Fig. 33. As a prerequisite, it is assumed that in a normal game state, the icon TA is displayed in the icon display area 50e, and the reserved icon HA is displayed in the first display area 50d1, and a game ball enters the first start hole 11. As a result, the performance control microcomputer 121 displays the special reserved icon HAX in the second display area 50d2 as shown in Fig. 32(A). At this time, it is assumed that the performance control microcomputer 121 has decided to execute a pre-reading background change notice that displays a heavy rain background image G102b, which is step 2, and has decided to execute a pre-reading zone notice that displays a slight fever zone image BN, which is step 1, based on receiving a start winning command (see Fig. 13) from the main control board 100.
[0243] In this case, as shown in FIG. 32(B), a lightning image DN1 indicating that lightning has struck from the clouds is displayed on the display screen 50a. Next, as shown in FIG. 32(C), a look-ahead explanation image DN2 indicating "The more rain, the better your chances!" is displayed on the display screen 50a. This allows the player to understand that the look-ahead background change notice is being executed. Then, as shown in FIG. 32(D), the heavy rain background image G102b is displayed on the display screen 50a instead of the daytime background image G120. This allows the player to understand that the look-ahead background change notice, which is step 2, is being executed, and that the probability of winning is 20%.
[0244] After that, the variable performance currently being performed ends (the special symbol changes and then stops), and the next variable performance begins. Therefore, as shown in FIG. 32(E), the special reserve icon HAX shifts to the first display area 50d1. Then, as shown in FIG. 32(F), a look-ahead zone notice is executed on the display screen 50a, displaying the low-fever zone image BN. This allows the player to understand that the look-ahead zone notice, which is step 1, has been executed, and that the probability of winning is 30%.
[0245] After that, the currently running change performance ends (the special symbol stops displaying after changing), and the next change performance starts. That is, the change (pre-reading target change) starts. Therefore, as shown in FIG. 33(A), a special icon TAX showing "☆" is displayed in the icon display area 50e. At this time, the performance control microcomputer 121 decides to execute a cut-in notice as the change notice. In this case, since a pre-reading background change notice suggesting that the winning expectation is 20% has been executed and a pre-reading zone notice suggesting that the winning expectation is 30% has been executed, the performance control microcomputer 121 decides by lottery to execute a hot line cut-in notice so as to correspond to the pre-reading zone notice with the higher winning expectation. Specifically, the performance control microcontroller 121 determines by lottery whether to execute a hot line cut-in announcement that displays the third hot cut-in image KJc (see Figure 31(D)), or to execute a hot line cut-in announcement that displays the fourth hot cut-in image KJd (see Figure 31(D)), or to not execute a hot line cut-in announcement.
[0246] Then, the performance control microcomputer 121 decides by lottery to execute a hot line cut-in notice that displays a third hot cut-in image KJc. Therefore, during the execution of the variable performance, as shown in FIG. 33(B), the third hot cut-in image KJc is temporarily interrupted and displayed. This allows the player to understand that the winning expectation is 40%. Thus, before the look-ahead target fluctuation starts, the look-ahead zone notice suggests that the winning expectation is 20%, whereas after the look-ahead target fluctuation starts, the hot line cut-in notice related to the look-ahead zone notice suggests only a winning expectation exceeding 20% (30%). After that, as shown in FIG. 33(C), the third hot cut-in image KJc is hidden and the variable performance is resumed.
[0247] As explained above, in a situation where the look-ahead background change notice, which is step 2, is executed as a look-ahead performance, and the look-ahead zone notice, which is step 1, is executed, and a cut-in performance is executed as the change notice, the cut-in notice (hot line cut-in notice) is executed in response to the look-ahead performance (look-ahead zone notice) with the higher expected winning rate. In other words, the cut-in notice is not executed in response to the look-ahead performance (look-ahead background change notice) with the higher step. Therefore, in a situation where the look-ahead zone notice suggests a higher expected winning rate than the look-ahead background change notice before the change starts, the wet line cut-in notice is executed in the change, instead of the hot line cut-in notice, and it is possible to prevent the player from feeling uncomfortable with the performance.
[0248] In addition, when the hot line cut-in notice is executed, only the hot line cut-in image (third hot cut-in image KJc) suggesting a higher winning expectation rate than the winning expectation rate (30%) suggested by the look-ahead zone notice can be displayed. Therefore, even if the look-ahead zone notice suggesting that the winning expectation rate is 30% is executed before the fluctuation starts, it is possible to prevent the hot line cut-in notice (for example, the display of the first hot cut-in image KJa) suggesting that the winning expectation rate is lower than 30% in the fluctuation from being executed. In this way, even if the look-ahead performance suggests that the winning expectation rate is high, it is possible to prevent the fluctuation notice from suggesting that the winning expectation rate is low, giving the player the impression that the winning expectation rate has decreased.
[0249] Incidentally, in the look-ahead background change notice shown in FIG. 27, before a rain background image (light rain background image G102a shown in FIG. 27(C-1), heavy rain background image G102b shown in FIG. 27(C-2), and torrential rain background image G102c shown in FIG. 27(C-3)) is displayed, a lightning image DN1 shown in FIG. 27(A) and a look-ahead explanation image DN2 shown in FIG. 27(B) are displayed. The display of the lightning image DN1 and the look-ahead explanation image DN2 is intended to clearly indicate that the look-ahead background change notice is about to begin, and will be referred to below as the "background change introduction effect (accompanying effect)."
[0250] Here, when the pre-reading background change notice is executed, the period from the timing when the pre-reading background change notice starts to the start of the change (special chart lottery) may be short. Specifically, this is the case when the change performance is executed without a special chart reserved, and the pre-reading background change notice starts based on the game ball entering the start hole (first start hole 11, second start hole 12) at the end of the change performance (just before the change performance ends). In this case, if a pre-reading background change notice is executed with a background change introduction performance, there is a risk that the display of the rainy background image will not be executed before the change starts.
[0251] Therefore, in this embodiment, when the start winning command (see FIG. 13) is received when the period until the start of the change (until the special drawing is executed) is a specific period or more, the performance control microcomputer 121 is capable of executing a pre-reading background change notice accompanied by a background change introduction performance (first normal pre-reading notice performance), or a pre-reading background change notice without a background change introduction performance (first simple pre-reading notice performance). On the other hand, when the start winning command (see FIG. 13) is received when the period until the start of the change is not a specific period or more, the performance control microcomputer 121 does not execute a pre-reading background change notice accompanied by a background change introduction performance, and is capable of executing a pre-reading background change notice without a background change introduction performance. Note that a pre-reading background change notice without a background change introduction effect is a performance in which, when the pre-reading background change notice begins, the lightning image DN1 shown in Figure 27(A) and the pre-reading explanation image DN2 shown in Figure 27(B) are not displayed, but a rain background image (light rain background image G102a shown in Figure 27(C-1), heavy rain background image G102b shown in Figure 27(C-2), and torrential rain background image G102c shown in Figure 27(C-3)) is immediately displayed.
[0252] Here, in this embodiment, specifically, the specific period means a period in which two or more special symbols are reserved and the shortest time (3 seconds) or more for one special symbol change is secured. That is, when there is one special symbol reserved and there is a possibility that the shortest time (3 seconds) for one special symbol change is not secured, the performance control microcomputer 121 does not execute the pre-reading background change notice accompanied by the background change introduction performance. This makes it possible to prevent a situation in which the performance control microcomputer 121 attempts to execute the pre-reading background change notice accompanied by the background change introduction performance even though the period from receiving the start winning command to the start of the change is not secured sufficiently, and the display of the rainy background image is not in time for the start of the change (pre-reading target change).
[0253] Next, based on FIG. 34, an example of a performance in which a pre-reading background change notice without a background change introduction performance is executed will be described. As a prerequisite, it is assumed that a game ball enters the first start hole 11 when the icon TA is displayed in the icon display area 50e in a normal game state. As a result, it is assumed that the performance control microcomputer 121 displays the special reserve icon HAX in the first display area 50d1 as shown in FIG. 34(A). Also, at this time, the performance control microcomputer 121 receives a start winning command (see FIG. 13) from the main control board 100, but since the number of special reserved pieces is one, it does not decide to execute a pre-reading background change notice with a background change introduction performance, and decides to execute a pre-reading background change notice without a background change introduction performance. In addition, the performance control microcontroller 121 decides to execute a look-ahead background change notice that displays a heavy rain background image G102c, which is step 3, as a look-ahead background change notice that does not involve a background change introduction performance, and decides to execute a look-ahead zone notice that displays a low-fever zone image BN, which is step 1.
[0254] As a result, as shown in Fig. 34(B), the heavy rain background image G102c is displayed on the display screen 50a without the background change introduction effect being executed, and the low fever zone image BN is displayed. After that, the ongoing change effect ends (the special symbol goes through a change display and then stops), and the next change effect starts. That is, the change (pre-read target change) starts. Therefore, as shown in Fig. 34(C), the special hold icon HAX shifts to the first display area 50d1.
[0255] At this time, the performance control microcomputer 121 decides to execute a cut-in notice as the change notice. In this case, since a look-ahead background change notice suggesting that the winning expectation rate is 35% has been executed and a look-ahead zone notice suggesting that the winning expectation rate is 30% has been executed, the performance control microcomputer 121 decides by lottery to execute a wet speech cut-in notice corresponding to the look-ahead background change notice which has the higher winning expectation rate. Specifically, the performance control microcomputer 121 decides by lottery whether to execute a wet speech cut-in notice displaying a third wet speech cut-in image KJIc (see FIG. 31(C)), execute a wet speech cut-in notice displaying a fourth wet speech cut-in image KId (see FIG. 31(C)), or not execute a wet speech cut-in notice.
[0256] Then, the performance control microcomputer 121 decides by lottery to execute a wet dialogue cut-in notice that displays the third wet cut-in image KIc. Therefore, during execution of the variable performance, the third wet cut-in image KIc is temporarily interrupted and displayed as shown in FIG. 34(D). This allows the player to understand that the probability of winning is 40%. After that, the third wet cut-in image KIc is hidden as shown in FIG. 34(E), and the variable performance is resumed.
[0257] As described above, when the start winning command is received when the period until the start of the change (special drawing) is not longer than the specific period (when there is one reserved special drawing), the performance control microcomputer 121 does not execute the pre-reading background change notice accompanied by the background change introduction performance. In other words, when there is no reserved special drawing, the change performance is executed, and the pre-reading background change notice accompanied by the background change introduction performance is not started based on the game ball entering the start hole (first start hole 11, second start hole 12). Therefore, in this case, as shown in FIG. 34(B), by executing the pre-reading background change notice accompanied by the background change introduction performance, it is possible to reliably display the rainy background image in time for the start of the change.
[0258] As described above in detail, according to the pachinko game machine PY1 of this embodiment (first embodiment), a pre-read background change notice of a certain step and a pre-read zone notice of a certain step may be executed as pre-reading performance. In this case, after the change (pre-reading target change) is started, a cut-in notice (wet line cut-in notice, hot line cut-in notice) corresponding to the higher winning expectation degree of a certain step of the pre-read background change notice and the winning expectation degree of a certain step of the pre-read zone notice may be executed. This makes it possible to achieve consistency with the executed cut-in notice even if there are multiple steps in both the pre-read background change notice and the pre-read zone notice.
[0259] 8.Example of changes Next, modified examples of the pachinko game machine PY1 of the first embodiment will be described. In the description of the modified examples, the same components as those of the pachinko game machine PY1 of the first embodiment will be denoted by the same reference numerals and will not be described. Of course, the modified examples may be appropriately combined. Furthermore, the technical features of the first embodiment and the modified examples described below may be appropriately deleted unless they are described as essential in this specification.
[0260] <Second form> In the second form, a sword burying effect and a pre-stop dialogue notice effect may be executed as pre-reading effects. First, the sword burying effect (first pre-notification effect) will be explained based on Fig. 35 and Fig. 36. The sword burying effect includes a logo sword burying effect and a special sword burying effect, depending on the type of sword shown. Fig. 35 shows the case where the logo sword burying effect is executed, and Fig. 36 shows the case where the special sword burying effect is executed.
[0261] As shown in FIG. 35(A), the number of reserved special symbols 1 is two, the icon TA is displayed in the icon display area 50e, the normal reserved icon HA showing "◯" is displayed in the first display area 50d1 of the reserved icon display area 50d, and the special reserved icon HAX showing "☆" is displayed in the second display area 50d2. At this time, the performance pattern EZ is displayed by the variable performance. Here, it is assumed that the logo sword burying performance is executed for the special reserved icon HAX in the second display area 50d2. In this case, as shown in FIG. 35(B), the logo sword holding approaching image YK1 in which the logo, the main character of this pachinko game machine PY1, approaches on a horse with a thin logo sword, is displayed on the display screen 50a. This makes it possible for the player to understand that the logo sword burying performance will start.
[0262] Next, as shown in FIG. 35(C), a logo sword throwing image FK1 is displayed on the display screen 50a, in which the logo (the main character of the pachinko game machine PY1) is swinging the logo sword and trying to throw it toward the player. Then, as shown in FIG. 35(D), a logo sword buried image SW1 (special mode) is displayed on the display screen 50a, in which the logo sword appears to be stuck toward the player. At this time, a small screen cracked image HB1 is displayed, in which a crack appears to have occurred in about half of the display screen 50a. After that, as shown in FIG. 35(E), a screen shattered image GW is displayed on the display screen 50a, indicating that the screen has been shattered into pieces. This indicates that the logo sword buried performance has ended. Then, as shown in FIG. 35(F), the special reservation icon HAX is displayed in the second display area 50d2, and the performance pattern EZ returns to a state in which it is displayed variably.
[0263] In this way, when the logo sword is stuck in the display screen 50a by the display of the logo sword embedded image SW1 (logo sword embedded performance), the player can understand that the winning expectation has increased before the change performance (the change) showing the result of the special drawing is executed. Specifically, as shown in FIG. 44(A), when the logo sword embedded image SW1 is displayed (the logo sword embedded performance is executed), it is suggested that the winning expectation is 20% or 30% depending on the execution timing.
[0264] Next, the special sword burying performance will be described. As shown in FIG. 36(A), the number of reserved special charts 1 is two, the icon TA is displayed in the icon display area 50e, the normal reserved icon HA showing "◯" is displayed in the first display area 50d1 of the reserved icon display area 50d, and the special reserved icon HAX showing "☆" is displayed in the second display area 50d2. Here, it is assumed that the special sword burying performance has been executed for the special reserved icon HAX in the second display area 50d2. In this case, as shown in FIG. 36(B), the special sword holding approaching image YK2 in which the logo, the main character of this pachinko game machine PY1, approaches on a horse with a thick special sword, is displayed on the display screen 50a. This makes it possible for the player to understand that the special sword burying performance will start. Note that the special sword is thicker and larger than the logo sword, and gives a stronger impression than the logo sword. This suggests that the display of the special sword suggests that the expectation of winning the jackpot is higher than that of the logo sword.
[0265] Next, as shown in FIG. 36(C), a special sword throwing image FK2 is displayed on the display screen 50a, in which the logo (the main character of the pachinko game machine PY1) is swinging up the special sword and about to throw it toward the player. Then, as shown in FIG. 36(D), a special sword buried image SW2 (special mode) is displayed, in which the special sword appears to be stabbed toward the player on the display screen 50a. At this time, a large screen cracked image HB2 is displayed, in which cracks appear to be occurring on almost the entire display screen 50a. Thus, the large screen cracked image HB2 indicates that the cracks are larger than those in the small screen cracked image HB1, and suggests that the player has a higher chance of winning the jackpot than the small screen cracked image HB1. After that, as shown in FIG. 36(E), a screen shattered image GW is displayed on the display screen 50a, indicating that the screen has been shattered into pieces. This indicates that the special sword buried performance has ended. Then, as shown in FIG. 36(F), the special hold icon HAX is displayed in the second display area 50d2, and the display returns to the state in which the effect pattern EZ is displayed in a variable manner.
[0266] In this way, when the special sword buried image SW2 is displayed (logo sword buried effect), the player who understands that the special sword has been stuck in the front side of the display screen 50a can understand that the winning expectation has increased before the variable effect showing the result of the special drawing is executed. Specifically, as shown in FIG. 44(A), when the special sword buried image SW2 is displayed (the special sword buried effect is executed), it is suggested that the winning expectation is 40% or 50% depending on the execution timing.
[0267] Incidentally, in the sword burying performance shown in FIG. 35 or FIG. 36, before displaying the sword burying image (logo sword holding approach image YK1 shown in FIG. 35(B), special sword holding approach image YK2 shown in FIG. 36(B)) and sword throwing image (logo sword throwing image FK1 shown in FIG. 35(C), special sword throwing image FK2 shown in FIG. 36(C)) are displayed. The display of the sword holding approach image and sword throwing image is intended to clearly indicate that the sword burying performance is about to begin, and will be referred to below as the "buried introduction performance (additional performance)."
[0268] Here, when a sword burying effect (logo sword burying effect, special sword burying effect) is executed, the period from the start of the sword burying effect to the start of the change (special drawing) may be short. Specifically, when a change effect is executed without a special drawing reserved, and the sword burying effect starts based on the game ball entering the start hole (first start hole 11, second start hole 12) at the end of the change effect (just before the change effect ends). In this case, when an attempt is made to execute a sword burying effect accompanied by a buried introduction effect, the display of the sword burying image (logo sword burying image SW1, special sword burying image SW2) and the screen crushing image GW may not be executed before the change starts.
[0269] Therefore, in this embodiment, when the start winning command (see FIG. 13) is received when the period until the start of the change (until the special drawing is executed) is a specific period or more, the performance control microcomputer 121 is capable of executing a sword buried performance accompanied by a buried introduction performance (first advance notice performance), or a foresight background change notice without a buried introduction performance (second advance notice performance). On the other hand, when the start winning command (see FIG. 13) is received when the period until the start of the change is not a specific period or more, the performance control microcomputer 121 does not execute a sword buried performance accompanied by a buried introduction performance, and is capable of executing a sword buried performance without a buried introduction performance.
[0270] Here, the above-mentioned specific period specifically means a period in which two or more special symbols are reserved and the shortest time (3 seconds) or more for one special symbol change is secured. That is, when there is one special symbol reserved and there is a possibility that the shortest time (3 seconds) for one special symbol change is not secured, the performance control microcomputer 121 will not execute the sword buried performance accompanied by the buried introduction performance. This makes it possible to prevent a situation in which the performance control microcomputer 121 tries to execute the sword buried performance accompanied by the buried introduction performance even though the period from when the start winning command is received to when the change starts is not sufficiently secured, and the display of the sword buried image and the screen crushing image GW does not arrive in time for the change (pre-reading target change) to start.
[0271] Based on FIG. 37, a case where a logo sword buried effect without a buried introduction effect is executed will be described. As a prerequisite, it is assumed that a variable effect is executed without a special symbol reserved. Then, when a game ball enters the first start hole 11, a special reserved icon HAX is displayed in the first display area 50d1 of the reserved icon display area 50d as shown in FIG. 37(A), and a logo sword buried effect is executed for this special reserved icon HAX. In this case, since there is one special symbol reserved and the shortest time (3 seconds) for one special symbol variable is not necessarily secured before the variable starts, the effect control microcomputer 121 decides to execute a logo sword buried effect without a buried introduction effect based on the reception of a start winning command (see FIG. 13).
[0272] Therefore, the logo sword holding approaching image YK1 (see FIG. 35(B)) and the logo sword throwing image FK1 (see FIG. 35(C)) are not displayed, and as shown in FIG. 37(B), the logo sword buried image SW1 and the small screen cracked image HB1 are suddenly displayed on the display screen 50a. Next, as shown in FIG. 37(C), after the screen shattered image GW is displayed, as shown in FIG. 37(D), the state returns to one in which the performance symbol EZ is displayed variably.
[0273] Next, a case where a special sword burying effect without a buried introduction effect is executed will be described based on FIG. 38. As a prerequisite, it is assumed that a variable effect is executed without a special symbol reserved. Then, when a game ball enters the first start hole 11, a special reserved icon HAX is displayed in the first display area 50d1 of the reserved icon display area 50d as shown in FIG. 38(A), and a logo sword burying effect is executed for this special reserved icon HAX. In this case, since there is one special symbol reserved and the shortest time (3 seconds) for one special symbol variable time is not necessarily secured before the variable starts, the effect control microcomputer 121 determines to execute a special sword burying effect without a buried introduction effect based on the reception of a start winning command (see FIG. 13).
[0274] Therefore, the special sword holding approach image YK2 (see FIG. 36(B)) and the special sword throwing image FK2 (see FIG. 36(C)) are not displayed, and the special sword buried image SW2 and the large screen cracked image HB2 are suddenly displayed on the display screen 50a as shown in FIG. 38(B). Then, as shown in FIG. 38(C), the screen shattered image GW is displayed, and then, as shown in FIG. 37(D), the state returns to one in which the performance symbol EZ is displayed variably.
[0275] In the second form, the sword burial performance without the buried introduction performance is executed at different timings during the execution of the variable performance. Hereinafter, the sword burial performance without the buried introduction performance will be appropriately called the "short cut sword burial performance (second advance notice performance)". When the performance control microcomputer 121 decides to execute the short cut sword burial performance based on the reception of the start winning command (see FIG. 13) indicating that there is one reserved special chart, as shown in FIG. 43, there are cases where the sword burial performance is executed (started) at the first timing T1 (first specific timing) immediately after the variable performance starts, and cases where the sword burial performance is executed at the second timing T2 (second specific timing) in the middle of the variable performance.
[0276] As shown in Fig. 44(A), when the logo sword buried image SW1 is displayed at the first timing T1 (when the logo sword buried performance is executed), the winning expectation rate is 20%, whereas when the logo sword buried image SW1 is displayed at the second timing T2 (when the logo sword buried performance is executed), the winning expectation rate is 30%. Also, when the special sword buried image SW2 is displayed at the first timing T1 (when the special sword buried performance is executed), the winning expectation rate is 40%, whereas when the special sword buried image SW2 is displayed at the second timing T2 (when the special sword buried performance is executed), the winning expectation rate is 50%.
[0277] Thus, in the second form, in a variation performance (one change ago) in a situation where the number of reserved special symbols (one) is the same, the expectation of winning a jackpot is higher if the sword burying performance is executed at the second timing T2, which is the middle of the variation performance, than at the first timing T1, which is immediately after the variation performance starts. Therefore, it is possible to make the player pay attention to when the short sword burying performance was executed one change ago. And, even if the short sword burying performance is not executed at the first timing T1, which is immediately after the variation performance starts one change ago, if the short sword burying performance is executed at the second timing T2, which is the middle of the variation performance, it means that the short sword burying performance with a higher expectation of winning has been executed, and it is possible to give the player a great sense of excitement.
[0278] Next, the pre-stop dialogue preview performance (third advance preview performance), which is a look-ahead performance, will be explained with reference to Fig. 39 and Fig. 40. Note that the pre-stop dialogue preview performance is classified into a first pre-stop dialogue preview performance and a second pre-stop dialogue preview performance, depending on the type of comment displayed. Fig. 39 shows a case where the first pre-stop dialogue preview performance is executed, and Fig. 40 shows a case where the second pre-stop dialogue preview performance is executed.
[0279] As shown in FIG. 39(A), the number of reserved special symbols 1 is one, the icon TA is displayed in the icon display area 50e, and the special reserved icon HAX showing "☆" is displayed in the first display area 50d1 of the reserved icon display area 50d. At this time, the performance pattern EZ is displayed by the variable performance. Here, it is assumed that the first stop immediately before line notice performance is executed for the special reserved icon HAX in the first display area 50d1. In this case, as shown in FIG. 39(B), the display screen 50a displays the first stop immediately before line image SE1, in which the logo, the main character of this pachinko game machine PY1, rides a horse while holding a logo sword and says the line "Next chance!" Then, immediately after the performance pattern EZ returns to the state of being displayed in a variable manner, as shown in FIG. 39(C), the performance pattern EZ stops and displays in a losing mode showing "638". In this way, the first stop immediately before line advance notice performance in which the first stop immediately before line image SE1 is displayed is executed at the end of the variation performance (immediately before the variation starts).
[0280] Next, the second stop immediately before the line notice performance will be explained. As shown in FIG. 40(A), the number of reserved special charts 1 is one, the icon TA is displayed in the icon display area 50e, and the special reserved icon HAX showing "☆" is displayed in the first display area 50d1 of the reserved icon display area 50d. At this time, the performance pattern EZ is displayed by the variable performance. Here, it is assumed that the second stop immediately before the line notice performance is executed for the special reserved icon HAX in the first display area 50d1. In this case, as shown in FIG. 40(B), the display screen 50a displays the second stop immediately before the line image SE2 in which the logo, the main character of this pachinko game machine PY1, rides a horse while holding a special sword and says the line "Next, it's super hot!" Then, immediately after the performance pattern EZ returns to the state of being displayed in a variable manner, as shown in FIG. 40(C), the performance pattern EZ is stopped and displayed in a losing mode showing "574". In this way, the second stop immediately before line advance notice performance in which the second stop immediately before line image SE2 is displayed is executed at the end of the variation performance (immediately before the variation starts).
[0281] As shown in FIG. 43, when the immediately before stop line preview performance (the first immediately before stop line preview performance, the second immediately before stop line preview performance) is executed, the immediately before stop line preview performance is always executed at the third timing T3, which is the end of the variation performance (just before the variation starts). That is, the immediately before stop line preview performance is not executed before one variation. In other words, when the reserved icon HA, which is the execution trigger of the immediately before stop line preview performance, is displayed in the second display area 50d2 to the fourth display area 50d4, the immediately before stop line preview performance is not executed. In this way, the immediately before stop line preview performance is always executed after the short sword burying performance executed at the first timing T1, which is just after the variation performance starts, and the short sword burying performance executed at the second timing T2, which is the middle of the variation performance. As a result, a player who understands the "Just before the stop" dialogue preview performance just before the fluctuation starts can understand that there is a high probability of winning a jackpot in the fluctuation performance executed immediately afterwards, and can have high expectations for the fluctuation performance (anticipatory target fluctuation) immediately afterwards.
[0282] As shown in Fig. 44(B), the first stop immediately before line preview performance (display of the first stop immediately before line image SE1) suggests that the winning expectation is 50%, and the second stop immediately before line preview performance (display of the second stop immediately before line image SE2) suggests that the winning expectation is 70%. In this way, the stop immediately before line preview performance (first stop immediately before line preview performance, second stop immediately before line preview performance) is set to always suggest that the winning expectation is higher than the sword burying performance (see Fig. 44(A)).
[0283] Also, the pre-stop dialogue preview performance (first pre-stop dialogue preview performance, second pre-stop dialogue preview performance) only displays the pre-stop dialogue image (first pre-stop dialogue image SE1, second pre-stop dialogue image SE2) as shown in Fig. 39(B) and Fig. 40(B), and has an execution time of 0.5 seconds. In contrast, the sword buried performance with the buried introduction performance displays the sword holding approach image (logo sword holding approach image YK1, special sword holding approach image YK2), sword throwing image (logo sword throwing image FK1, special sword throwing image FK2), sword buried image (logo sword buried image SW1, special sword buried image SW2), and screen shattering image GW as shown in Fig. 35 and Fig. 36, and has an execution time of 2.5 seconds. Also, the sword burial effect without the burial introduction effect (short sword burial effect) takes 1.5 seconds to execute, as shown in Figures 37 and 38, to display sword throwing images (logo sword throwing image FK1, special sword throwing image FK2), sword burial images (logo sword burial image SW1, special sword burial image SW2), and screen shattering image GW. Therefore, the pre-stop dialogue notice effect is a look-ahead effect with a shorter execution time than the short sword burial effect.
[0284] In the second form, the SP reach may be executed as a logo SP reach, in which "Logo", the main character of this pachinko game machine PY1, appears. The logo SP reach is divided into logo sword logo SP reach and special sword logo SP reach, depending on the type of sword that "Logo" has. The special sword logo SP reach is an SP reach that suggests a higher probability of winning than the logo sword logo SP reach.
[0285] Also, when a normal reach develops into a logo sword logo SP reach, a logo sword holding appearance effect may be executed as the change notice, and when a normal reach develops into a special sword logo SP reach, a special sword holding appearance effect may be executed as the change notice. However, it is set so that a special sword logo SP reach is not executed after a logo sword holding appearance effect, and a logo sword logo SP reach is not executed after a special sword holding appearance effect. In short, the logo sword holding appearance effect and the logo sword logo SP reach are linked, and the special sword holding appearance effect and the special sword logo SP reach are linked.
[0286] In the second form, when the logo sword buried effect is executed, the logo sword logo SP reach may be executed after the logo sword holding appearance effect as a chance up. In other words, when the logo sword buried effect is executed, the special sword holding appearance effect is not executed afterwards. Similarly, when the special sword buried effect is executed, the special sword logo SP reach may be executed after the special sword holding appearance effect. In other words, when the special sword buried effect is executed, the logo sword holding appearance effect is not executed afterwards. Therefore, the logo sword buried effect can be said to be a look-ahead effect that suggests the execution of the logo sword holding appearance effect and the logo sword logo SP reach in the change, and the special sword buried effect can be said to be a look-ahead effect that suggests the execution of the special sword holding appearance effect and the special sword logo SP reach in the change. However, in the second form, even if the logo sword buried performance is executed, it is not necessarily the case that the logo sword logo SP reach will be executed in the pre-reading target change, and even if the special sword buried performance is executed, it is not necessarily the case that the special sword logo SP reach will be executed in the pre-reading target change.
[0287] Also, in the second form, when the first stop immediately before line announcement performance is executed, basically (on condition that the special sword buried performance is not executed), the logo sword logo SP reach may be executed after the logo sword holding appearance performance as a chance up. In other words, when the first stop immediately before line announcement performance is executed, basically (on condition that the logo sword buried performance is not executed), the special sword logo SP reach may be executed after the special sword holding appearance performance as a chance up. In other words, when the second stop immediately before line announcement performance is executed, basically the logo sword holding appearance performance is not executed. Therefore, the first stop immediately before line announcement performance can be said to be a foresight performance that suggests the execution of the logo sword holding appearance performance and the logo sword logo SP reach in the change, and the second stop immediately before line announcement performance can be said to be a foresight performance that suggests the execution of the special sword holding appearance performance and the special sword logo SP reach in the change.
[0288] Based on FIG. 41, a case where the logo sword logo SP reach is executed after the logo sword holding appearance performance is executed will be described. As a prerequisite, the special reserve icon HAX is displayed in the icon display area 50e, and the variable performance is executed. Then, as shown in FIG. 41(A), the performance pattern EZ becomes a reach state showing "5↓5". Next, as shown in FIG. 41(B), a pre-character development image YS is displayed in which the main character swings his sword upward as a development performance indicating the transition to the logo SP reach.
[0289] Then, as shown in FIG. 41(C), the logo sword holding appearance effect is executed, and the display screen 50a displays the logo sword holding appearance image YS1, which indicates that the main character transformed into "Logo" is holding the logo sword. Here, when the logo sword holding appearance effect (display of the logo sword holding appearance image YS1) is executed, it is suggested that the winning expectation rate is 40%, as shown in FIG. 44(C). Note that, if the sword holding appearance effect (logo sword holding appearance effect, special sword holding appearance effect) is not executed after the character pre-development image YS shown in FIG. 41(B), a logo appearance image (not shown) showing the main character transformed into "Logo" without holding a sword is displayed. Therefore, in this case, the chance-up effect is not performed, and the winning expectation rate for the big win is not increased. In this way, it is possible to give a player who has grasped the logo sword holding appearance effect a sense of elation due to the increase in the winning expectation rate, even though the game does not move to the special sword logo SP reach.
[0290] Next, as shown in FIG. 41(D), a first enemy defeat title image TI showing "Defeat the first enemy!" is displayed. This indicates that a battle performance in which the logo fights the first enemy character is executed. Then, as shown in FIG. 41(E), a logo sword battle image G113a showing that the logo holding the logo sword fights the first enemy is displayed as a logo sword logo SP reach. After that, if the special drawing lottery is a big win, a performance suggesting a big win (for example, a battle victory image WI (see FIG. 19(C-1)) showing that the main character (logo) has won the battle) is displayed. On the other hand, if the special drawing lottery is a loss, a performance suggesting a loss (for example, a battle defeat image LO (see FIG. 19(C-2)) showing that the main character (logo) has lost the battle) is displayed.
[0291] Next, a case where a special sword logo SP reach is executed after the special sword holding appearance performance is executed will be described with reference to Fig. 42. The explanation will focus on the points different from Fig. 41. As shown in Fig. 42(A), after the performance pattern EZ becomes a reach state showing "5↓5", as shown in Fig. 42(B), a pre-character development image YS is displayed in which the main character swings his sword upward.
[0292] Then, as shown in Fig. 42(C), a special sword holding appearance effect is executed, and the display screen 50a displays a special sword holding appearance image YS2, which indicates that the main character, who has transformed into "Logo", is holding a special sword. Here, when the special sword holding appearance effect (display of the special sword holding appearance image YS2) is executed, as shown in Fig. 44(C), it is suggested that the probability of winning is 60%. In this way, a player who has grasped the special sword holding appearance effect can grasp the transition to the special sword logo SP reach, and can be given a sense of elation due to the significant increase in the probability of winning.
[0293] Next, as shown in FIG. 42(D), a first enemy defeat title image TI showing "Defeat the first enemy!" is displayed. Then, as shown in FIG. 42(E), a special sword battle image G113b showing a logo holding a special sword and a battle between the first enemy character is displayed as a special sword logo SP reach. After that, if the special chart lottery is a big win, a performance suggesting a big win (for example, a battle victory image WI (see FIG. 19(C-1)) showing that the main character (logo) has won the battle) is displayed. On the other hand, if the special chart lottery is a loss, a performance suggesting a loss (for example, a battle defeat image LO (see FIG. 19(C-2)) showing that the main character (logo) has lost the battle) is displayed.
[0294] Incidentally, in the second form, as described above, when the logo sword buried effect is executed as the look-ahead effect, it suggests the execution of the logo sword holding appearance effect as the change notice, and when the special sword buried effect is executed as the look-ahead effect, it suggests the execution of the special sword holding appearance effect as the change notice. Also, when the first stop immediately before line notice effect is executed as the look-ahead effect, it suggests the execution of the logo sword holding appearance effect as the change notice, and when the second stop immediately before line notice effect is executed as the look-ahead effect, it suggests the execution of the special sword holding appearance effect as the change notice.
[0295] However, when both the sword buried effect (logo sword buried effect, special sword buried effect) and the line before the stop preview effect (first line before the stop preview effect, second line before the stop preview effect) are executed as the look-ahead effect, the question arises as to whether the sword holding appearance effect or the special sword holding appearance effect should be executed in the sword holding appearance effect of the change preview. Specifically, the question arises when the logo sword buried effect and the line before the second stop preview effect are executed as the look-ahead effect, or when the special sword buried effect and the line before the first stop preview effect are executed.
[0296] Therefore, in the second form, when both the buried sword effect and the pre-stop dialogue notice effect are executed as the pre-reading effect, the sword holding appearance effect is executed according to the type (presentation mode) of the buried sword effect, not the type (presentation mode) of the pre-stop dialogue notice effect. That is, the pre-stop dialogue notice effect has a higher winning expectation than the buried sword effect (see Fig. 44 (A) (B)), and the pre-stop dialogue notice effect is executed after the buried sword effect. Therefore, when both the buried sword effect and the pre-stop dialogue notice effect are executed, the variable notice may execute the sword holding appearance effect according to the type (presentation mode) of the pre-stop dialogue notice effect. However, the execution time of the pre-stop dialogue notice effect is 0.5 seconds, while the execution time of the buried sword effect is at least 1.5 seconds (the execution time of the shortened buried sword effect is 1.5 seconds, and the execution time of the buried sword effect with the buried sword introduction effect is 2.5 seconds). Therefore, the sword burying effect has a greater impact on the player than the effect of the line warning just before the stop, and is an effect that is easier for the player to understand.
[0297] Therefore, in the second form, when the logo sword burying effect and the second stop immediately before line notice effect are executed as the look-ahead effect, the special sword holding appearance effect is not executed in the sword holding appearance effect of the change notice, and the logo sword holding appearance effect is executed. In this way, it is possible to show the player an easy-to-understand flow of the performance by executing the logo sword holding appearance effect corresponding to the logo sword burying effect that is easier for the player to understand than the second stop immediately before line notice effect. Similarly, when the special sword burying effect and the first stop immediately before line notice effect are executed as the look-ahead effect, the logo sword holding appearance effect is not executed in the sword holding appearance effect of the change notice, and the special sword holding appearance effect is executed. In this way, it is possible to show the player an easy-to-understand flow of the performance by executing the special sword holding appearance effect corresponding to the special sword burying effect that is easier for the player to understand than the first stop immediately before line notice effect.
[0298] Next, based on FIG. 45, a performance example in which the logo sword burying performance and the second stop immediately before line notice performance are executed as the pre-reading performance will be described. As a prerequisite, it is assumed that in a normal game state, when the icon TA is displayed in the icon display area 50e, a game ball enters the first start hole 11. As a result, it is assumed that the performance control microcomputer 121 displays the special reserve icon HAX in the first display area 50d1 as shown in FIG. 45(A). Also, at this time (at the start winning timing), the performance control microcomputer 121 receives a start winning command (see FIG. 13) from the main control board 100, but since the number of special chart reservations is one, it is assumed that it does not decide to execute the sword burying performance accompanied by the buried introduction performance, and decides to execute the shortened sword burying performance at the first timing T1 (see FIG. 43). Also, at this time, it is assumed that the performance control microcomputer decides to execute the logo sword burying performance as the shortened sword burying performance, and decides to execute the second stop immediately before line notice performance.
[0299] As a result, at the first timing T1 (see FIG. 43) immediately after the start of the variation performance, as shown in FIG. 45(B), a logo sword buried image SW1 is displayed as a shortened sword buried performance, in which the logo sword appears to be stabbed toward the front side of the display screen 50a, and a small screen cracked image HB1 is displayed. Next, as shown in FIG. 45(C), a screen shattered image GW is displayed, indicating that the screen has been shattered into pieces. In this way, the logo sword buried performance can give an impact to the player, and can also give a sense of elation due to the increased probability of winning.
[0300] Then, as shown in Fig. 45(D), the special reserve icon HAX is displayed in the first display area 50d1, and the display returns to the state where the performance symbol EZ is displayed in a variable manner. After that, at the third timing T3 (see Fig. 43), which is the end of the variable performance (just before the start of the variable performance), as shown in Fig. 45(E), a second stop immediately before line image SE2 is displayed in which the logo is riding a horse while holding a special sword and saying the line "Next, it's super hot!" as a second stop immediately before line notice performance. Although this second stop immediately before line notice performance has a higher winning expectation than the logo sword buried performance (see Figs. 44(A)(B)), it is difficult for players to grasp because of its short execution time.
[0301] Thus, immediately after the second stop immediately before line notice performance is executed, as shown in FIG. 45(F), the performance pattern EZ stops and displays in a losing state showing "638", and the change performance ends. As a result, when the change starts, the performance control microcomputer 121 determines by lottery to execute the sword holding appearance performance as the change notice, and determines to execute the logo SP reach. In this case, since the performance control microcomputer 121 executes the logo sword burying performance and the second stop immediately before line notice performance as the look-ahead performance, it determines to execute the logo sword holding appearance performance as the change rehearsal, and determines to execute the logo sword logo SP reach. As a result, as the change starts, as shown in FIG. 46(A), the performance pattern EZ starts to change and the special icon TAX showing "☆" is displayed in the icon display area 50e.
[0302] After that, as shown in FIG. 46(B), the performance pattern EZ becomes a reach mode showing "5↓5". Next, as shown in FIG. 46(C), a pre-character development image YS in which the main character swings his sword upward is displayed. This allows the player to grasp the development to the logo SP reach. Then, as shown in FIG. 41(C), a logo sword holding appearance performance is executed, and a logo sword holding appearance image YS1 showing that the main character transformed into "logo" is holding a logo sword is displayed on the display screen 50a. In other words, a logo sword holding appearance performance is executed, not a special sword holding appearance performance. As a result, when a logo sword burying performance that is impactful and easy to grasp is executed as a pre-reading performance, a logo sword holding appearance performance corresponding to the logo sword burying performance is executed as the change notice, and it is possible to allow the player to enjoy the easy-to-understand flow of the performance.
[0303] After the logo sword holding appearance performance is executed, as shown in FIG. 46(E), a first enemy defeat title image TI showing "Defeat the first enemy!" is displayed. Then, as shown in FIG. 46(F), a logo sword logo SP reach is executed, and a logo sword battle image G113a showing a battle between the logo holding the logo sword and the first enemy character is displayed. As a result, even if a second stop immediately before line notice performance (see FIG. 45(E)) that basically suggests that a special sword holding appearance performance (see FIG. 42(C)) may be executed as a pre-reading performance is executed, it is possible to allow the player to enjoy the easy-to-understand flow of logo sword buried performance (see FIG. 45(B)(C)) ⇒ logo sword holding appearance performance (see FIG. 46(D)) ⇒ logo sword logo SP reach (see FIG. 46(F)).
[0304] As described above in detail, according to the second type of pachinko game machine PY1, when the start winning command (see FIG. 13) is received when the period until the start of the variation (until the special symbol lottery is executed) is longer than the specific period, the performance control microcomputer 121 can execute the sword burying performance accompanied by the buried introduction performance, or the sword burying performance without the buried introduction performance (short sword burying performance). Specifically, when the performance control microcomputer 121 determines by lottery to execute the sword burying performance based on the start winning command, if there are two or more special symbols reserved and the shortest time (3 seconds) or more for the variation time of one special symbol is secured, the sword burying performance accompanied by the buried introduction performance or the shortened sword burying performance can be executed.
[0305] On the other hand, when the start winning command (see FIG. 13) is received when the period until the start of the change is not longer than the specific period, the performance control microcomputer 121 does not execute the sword burying performance accompanied by the buried introduction performance, and can execute the shortened sword burying performance. Specifically, when the performance control microcomputer 121 determines by lottery to execute the sword burying performance based on the start winning command, if there is one special symbol reserved and there is a possibility that the shortest time (3 seconds) or more of the special symbol change time is not secured, the performance control microcomputer 121 executes the shortened sword burying performance. In this way, in a situation where the period from the transmission of the start winning command to the start of the change performance related to the change is not secured sufficiently, it is possible to prevent the sword burying performance accompanied by the buried introduction performance from being executed. As a result, it is possible to reliably end the sword burying performance (sword burying performance accompanied by the buried introduction performance, sword burying performance without the buried introduction performance) which is a look-ahead performance before the change performance based on the look-ahead target change starts.
[0306] According to the second type of pachinko game machine PY1, a short sword buried effect (for example, the logo sword buried effect shown in FIG. 45(B)(C)) and a stop just before line advance notice effect (for example, the second stop just before line advance notice effect shown in FIG. 45(E)) that has a shorter execution time than the short sword buried effect and has a higher winning expectation than the short sword buried effect may be executed as a pre-reading effect. In this case, during the execution of the variation effect related to the variation, a sword holding appearance effect (for example, the logo sword holding appearance effect shown in FIG. 46(D)) corresponding to the type (presentation mode) of the short sword buried effect is executed. In other words, even if the stop just before line advance notice effect that is executed later and has a shorter execution time has a higher winning expectation than the short sword buried effect, the sword holding appearance effect corresponding to the type (presentation mode) of the stop just before line advance notice effect is not executed. In this way, even if a pre-stop dialogue announcement effect is executed after the short sword burying effect as a look-ahead effect, the player can enjoy an easy-to-understand flow of effects by looking at the sword-holding appearance effect that corresponds to the type of short sword burying effect (logo sword burying image SW1, special sword burying image SW2), which is easy to understand.
[0307] In addition, according to the second type of pachinko game machine PY1, even if the number of reserved special symbols is the same 1 (specific number) when the performance control microcomputer 121 receives the start winning command (see FIG. 13), the short sword burying performance may start at the first timing T1 immediately after the variable performance starts, or at the second timing T2 in the middle of the variable performance. The short sword burying performance that starts at the second timing T2 has a higher winning expectation than the short sword burying performance that starts at the first timing T1 (see FIG. 44(A)). In this way, it is possible to make the player pay attention to the timing at which the sword burying performance (short sword burying performance) that does not involve the buried introduction performance is executed.
[0308] <3rd form> In the third form, a same-color chance eye notice may be executed on the display screen 50a as a look-ahead performance. The same-color chance eye notice will be described with reference to FIG. 47. The same-color chance eye notice (look-ahead pattern stop performance) is a performance that suggests the probability of winning by adding the same color to the performance patterns EZ1, EZ2, and EZ3 that are stopped and displayed until the variable display of the special pattern (look-ahead target variation) for the special pattern related random number that triggered the execution is started. The same-color chance eye notice includes a blue same-color chance eye notice shown in FIG. 47(A), a green same-color chance eye notice shown in FIG. 47(B), and a red same-color chance eye notice shown in FIG. 47(C).
[0309] In FIG. 47(A), the third display area 50d3 of the reserved icon display area 50d displays the special reserved icon HAX, and the case where the blue same color chance eye notice is executed for this special reserved icon HAX is shown. Specifically, the rotating speed of the performance symbols EZ1, EZ2, and EZ3 that were displayed variably is decelerated, and as shown in FIG. 47(A), for example, they are displayed in a losing mode showing "648". At this time, the performance symbols EZ1, EZ2, and EZ3 are each attached with the blue effect image EF1, which is the same blue color. In this way, if the performance symbols EZ1, EZ2, and EZ3 are each attached with the blue effect image EF1 when they are displayed, it is possible to make the player understand that the blue same color chance eye notice has been executed.
[0310] In addition, in Fig. 47(A), a case where the same-color blue chance eye forecast is executed for the reserved icon HA (special reserved icon HAX) displayed in the third display area 50d3 is shown. However, when the same-color blue chance eye forecast is executed for the reserved icon HA displayed in the fourth display area 50d4, when the same-color blue chance eye forecast is executed for the reserved icon HA displayed in the second display area 50d2, when the same-color blue chance eye forecast is executed for the reserved icon HA displayed in the first display area 50d1, there are of course cases.
[0311] In FIG. 47(B), the third display area 50d3 of the reserved icon display area 50d displays the special reserved icon HAX, and the green same color chance eye notice is executed for this special reserved icon HAX. Specifically, the rotating speed of the performance symbols EZ1, EZ2, and EZ3 that were displayed variably is decelerated, and as shown in FIG. 47(B), for example, they are displayed in a losing mode showing "159". At this time, the performance symbols EZ1, EZ2, and EZ3 are each attached with a green effect image EF2 that is the same green color. In this way, if the performance symbols EZ1, EZ2, and EZ3 are each attached with a green effect image EF2 when they are displayed, it is possible to make the player understand that the green same color chance eye notice has been executed.
[0312] In addition, in Fig. 47(B), a case where a green same color chance eye forecast is executed for the reserved icon HA (special reserved icon HAX) displayed in the third display area 50d3 is shown. However, when a green same color chance eye forecast is executed for the reserved icon HA displayed in the fourth display area 50d4, when a green same color chance eye forecast is executed for the reserved icon HA displayed in the second display area 50d2, when a green same color chance eye forecast is executed for the reserved icon HA displayed in the first display area 50d1, of course, there are cases.
[0313] In FIG. 47(C), the third display area 50d3 of the reserved icon display area 50d displays the special reserved icon HAX, and the case where the red same color chance eye notice is executed for this special reserved icon HAX is shown. Specifically, the rotating speed of the performance symbols EZ1, EZ2, and EZ3 that were displayed variably is decelerated, and as shown in FIG. 47(C), for example, they are displayed in a losing mode showing "373". At this time, the performance symbols EZ1, EZ2, and EZ3 are each attached with a red effect image EF3 that is the same red color. In this way, if the performance symbols EZ1, EZ2, and EZ3 are each attached with a red effect image EF3 when they are displayed, it is possible to make the player understand that the red same color chance eye notice has been executed.
[0314] In addition, in Fig. 47(C), a case where a red same color chance eye forecast is executed for the reserved icon HA (special reserved icon HAX) displayed in the third display area 50d3 is shown. However, when a red same color chance eye forecast is executed for the reserved icon HA displayed in the fourth display area 50d4, when a red same color chance eye forecast is executed for the reserved icon HA displayed in the second display area 50d2, when a red same color chance eye forecast is executed for the reserved icon HA displayed in the first display area 50d1, of course, there are cases.
[0315] In the same color chance eye forecast, the winning expectation of the same color red chance eye forecast > the winning expectation of the same color green chance eye forecast > the winning expectation of the same color blue chance eye forecast is set as follows. In the third form, for example, the winning expectation of the same color red chance eye forecast is set to 30%, the winning expectation of the same color green chance eye forecast is set to 20%, and the winning expectation of the same color blue chance eye forecast is set to 10%. Note that the winning expectation of each of the above is just an example and can be changed as appropriate.
[0316] Next, the pseudo consecutive performance, which is one of the variation notices, will be described in Fig. 48 and Fig. 49. The pseudo consecutive performance is a performance that suggests the probability of winning by executing the variation display and temporary stop display of the performance pattern EZ multiple times during one variation display of the special pattern. In the pseudo consecutive performance, the more times the performance pattern EZ starts to vary, the higher the probability of winning is suggested. Note that the case where the performance pattern EZ starts to vary, goes through a temporary stop display, and the performance pattern EZ is displayed again once is called a "pseudo 2 performance," and the case where the performance pattern EZ starts to vary, goes through a temporary stop display, and the performance pattern EZ is displayed again twice is called a "pseudo 3 performance."
[0317] Based on Fig. 48 and Fig. 49, a case where the pseudo 3-performance is executed will be described. First, as shown in Fig. 48(A), the special icon TAX is displayed in the icon display area 50e, and the variable display of the performance symbols EZ1, EZ2, and EZ3 is started. After that, the variable display of the performance symbols EZ1, EZ2, and EZ3 slows down the rotation speed, and as shown in Fig. 48(B), the left performance symbol EZ1 is temporarily stopped at "6", the right performance symbol EZ3 is temporarily stopped at "9", and the center performance symbol EZ2 is temporarily stopped at a pseudo result (chance number) indicating "x2 "NEXT". Here, the temporary stop display of the performance symbol EZ means that the performance symbols EZ1, EZ2, and EZ2 are stopped while slightly swinging, unlike the case where the performance symbol EZ is definitely (completely) stopped with the stop display of the special symbol. In this way, by displaying the effect symbols EZ1, EZ2, and EZ3 temporarily stopped, the player can understand that a pseudo-2 effect is being executed, which gives the player a sense of excitement.
[0318] Then, as shown in FIG. 48(C), the re-variable display of the performance symbols EZ1, EZ2, and EZ3 is started. Next, as shown in FIG. 49(A), after the performance symbols EZ, EZ2, and EZ3 are displayed variably, the rotation speed of the performance symbols EZ1, EZ2, and EZ3 decreases. As a result, as shown in FIG. 49(B), the left performance symbol EZ1 is temporarily stopped at "1", the right performance symbol EZ3 is temporarily stopped at "8", and the center performance symbol EZ2 is temporarily stopped at a pseudo-outcome (chance number) indicating "×3 "NEXT". In this way, the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped, so that the player can understand the execution of the pseudo-3 performance, and it is possible to give a further sense of excitement. Then, as shown in FIG. 49(C), the re-variable display of the performance symbols EZ1, EZ2, and EZ3 is started.
[0319] Next, the reach occurrence performance will be explained based on FIG. 50. The reach occurrence performance is a performance in which the performance pattern EZ is temporarily stopped in a reach state, in other words, a performance indicating that a "reach" has occurred. Specifically, as shown in FIG. 50(A), the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner (including the re-variable display of the performance pattern EZ), and first, the rotation speed of the left performance pattern EZ1 decreases and is temporarily stopped at "5". Next, the rotation speed of the right performance pattern EZ3 decreases and is temporarily stopped at "5". At this time, the center performance pattern EZ is still displaying in a variable manner, and as shown in FIG. 50(B), a reach band image OB is displayed to clearly indicate that a reach has occurred. Thus, as a reach occurrence performance, the performance pattern EZ is temporarily stopped at the reach state "5↓5".
[0320] Next, the winning pattern indication effect and the loss indication effect will be explained based on Fig. 51. The winning pattern indication effect (winning indication effect) is an effect that suggests that the result of the special pattern lottery is a winning pattern by displaying the effect pattern EZ as a tentative stop (including the subsequent definite stop display) in a winning pattern (double number). The loss pattern indication effect is an effect that suggests that the result of the special pattern lottery is a loss by displaying the effect pattern EZ as a tentative stop (including the subsequent definite stop display) in a loss pattern (losing pattern (variable number), reaching loss pattern).
[0321] In FIG. 51, the normal logo SP reach is executed, and the case where the pattern winning suggestion effect is executed and the pattern losing suggestion effect is executed are shown. As shown in FIG. 51(A), the left performance pattern EZ1 is temporarily stopped at "5", and the right performance pattern EZ3 is temporarily stopped at "5", and the normal battle image G113c in which the logo not holding a sword fights the first enemy character is displayed. After that, if the result of the special chart lottery is a big win, the center performance pattern EZ2 is temporarily stopped at "5", and as shown in FIG. 51(B-1), a battle victory image WI is displayed indicating that the logo has won against the first enemy character. At this time, as a pattern winning suggestion effect, the performance pattern EZ is temporarily stopped at "555" on the display screen 50a. On the other hand, if the result of the special drawing is a miss, the middle performance symbol EZ2 is temporarily stopped at "6", and a battle defeat image LO indicating that the logo has been defeated by the first enemy character is displayed as shown in Fig. 51 (B-2). At this time, the performance symbol EZ is temporarily stopped at the reach miss mode "565" on the display screen 50a as a symbol miss suggestion performance.
[0322] Incidentally, the timing when the performance symbol EZ is temporarily stopped and the timing when the performance symbol EZ is stopped are scenes that indicate a division in performance, and it is preferable for the player to accurately understand them. However, in recent years, players often play while looking at the screen of their smartphones, and often miss the timing when the performance symbol EZ is temporarily stopped and the timing when the performance symbol EZ is stopped. As a result, players who are absorbed in the screen of their smartphones may not fully understand that the same-color chance eye notice, pseudo consecutive performance, reach occurrence performance, winning suggestion performance, and losing suggestion performance have been executed.
[0323] In the third mode, in order to address the above-mentioned problems, the performance mode (audio mode) of the speaker 52 (performance means) and the performance mode (light emission mode) of the button lamp 43 (performance means) of the normal button 40 are set as follows at the timing when the performance symbol EZ is temporarily stopped and the timing when the performance symbol EZ is stopped. The normal button 40 is provided with a transparent dome-shaped button case having translucency, and the button lamp 43 is disposed inside the button case. Therefore, when the button lamp 43 emits light, the normal button 40 (button case) appears to be lit in the color emitted by the button lamp 43.
[0324] Specifically, as shown in FIG. 47(A), when the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed due to the blue same-color chance eye notice, the speaker 52 outputs the blue chance eye sound "Don". At this time, the button lamp 43 emits light in a blue light-emitting mode, and the normal button 40 appears to glow blue. When the blue same-color chance eye notice ends and the performance symbols EZ1, EZ2, and EZ3 start to be displayed variably, the speaker 52 does not output the blue chance eye sound "Don", and the button lamp 43 does not emit light. As a result, even if the player is not looking at the display screen 50a, the player can understand that the blue same-color chance eye notice has been executed by hearing the blue chance eye sound "Don" from the speaker 52 or seeing the normal button 40 glow blue.
[0325] Also, as shown in FIG. 47(B), when the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed due to the green same-color chance eye notice, the green chance eye sound "Dun" is output from the speaker 52. At this time, the button lamp 43 emits light in a green light-emitting mode, and the normal button 40 appears to glow green. Note that when the green same-color chance eye notice ends and the performance symbols EZ1, EZ2, and EZ3 start to be displayed variably, the green chance eye sound "Dun" is not output from the speaker 52, and the button lamp 43 does not emit light. As a result, even if the player is not looking at the display screen 50a, the player can understand that the green same-color chance eye notice has been executed by hearing the green chance eye sound "Dun" from the speaker 52 or seeing the normal button 40 glow green.
[0326] Also, as shown in FIG. 47(C), when the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed due to the same-color red chance eye notice, the speaker 52 outputs a red chance eye sound of "Doon." At this time, the button lamp 43 emits light in a red light-emitting manner, and the normal button 40 appears to glow red. When the same-color red chance eye notice ends and the performance symbols EZ1, EZ2, and EZ3 start to be displayed variably, the speaker 52 does not output a red chance eye sound of "Doon," and the button lamp 43 does not emit light. As a result, even if the player is not looking at the display screen 50a, the player can understand that the same-color red chance eye notice has been executed by hearing the red chance eye sound of "Doon" from the speaker 52 or seeing the normal button 40 glow red.
[0327] Also, as shown in FIG. 48(B), when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped by the pseudo 2 performance, the speaker 52 outputs a pseudo 2 sound of "true." At this time, the button lamp 43 emits light in a pink light-emitting manner, and the normal button 40 appears to glow in pink. When the performance symbols EZ1, EZ2, and EZ3 start to re-change by the pseudo 2 performance, the speaker 52 does not output a pseudo 2 sound of "true," and the button lamp 43 does not emit light. Also, as shown in FIG. 48(A) and FIG. 48(C), before and after the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped, the speaker 52 outputs a sound (back music) according to the performance mode. As a result of the above, even if the player is not looking at the display screen 50a, the player can know that the pseudo 2 performance has been executed by hearing the pseudo 2 sound "true" from the speaker 52 or by seeing the normal button 40 glow pink.
[0328] Also, as shown in FIG. 49(B), when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped by the pseudo 3 performance, the speaker 52 outputs a pseudo 3 sound of "Tyu-ru-ru". At this time, the button lamp 43 emits light in a purple light-emitting mode, and the normal button 40 appears to glow purple. When the performance symbols EZ1, EZ2, and EZ3 start to re-change by the pseudo 3 performance, the speaker 52 does not output a pseudo 3 sound of "Tyu-ru-ru", and the button lamp 43 does not emit light. Also, as shown in FIG. 49(A) and FIG. 49(C), before and after the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped, the speaker 52 outputs a sound (back music) according to the performance mode. As a result of the above, even if the player is not looking at the display screen 50a, the player can know that the pseudo 3 performance has been executed by hearing the pseudo 3 sound "Tyuruuru" from the speaker 52 or by seeing the normal button 40 glow purple.
[0329] Also, as shown in FIG. 50(B), when the effect symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed in a reach state due to the reach occurrence effect, a reach occurrence sound of "keen" is output from the speaker 52. Also, at this time, the button lamp 43 emits light in a yellow light emission mode, and the normal button 40 appears to glow yellow. Note that, after the reach occurrence effect ends, the reach occurrence sound of "keen" is not output from the speaker 52, and the button lamp 43 does not emit light. Also, as shown in FIG. 50(A), before the effect symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed in a reach state, a sound (back music) according to the effect mode is output from the speaker 52. As described above, even if the player is not looking at the display screen 50a, the player can grasp that the reach occurrence effect has been executed (it has become a reach) by hearing the reach occurrence sound of "keen" from the speaker 52 or seeing the normal button 40 glow yellow.
[0330] Also, as shown in FIG. 51(B-1), when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped in a jackpot state due to the symbol winning suggestion performance, a winning suggestion sound of "kikikikieen" is output from the speaker 52. At this time, the button lamp 43 emits light in a rainbow light emission state, and the normal button 40 appears to shine in rainbow colors. Note that, after the symbol winning suggestion performance ends, the winning suggestion sound of "kikikikieen" is not output from the speaker 52, and the button lamp 43 does not emit light. Also, as shown in FIG. 51(A), before the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped in a jackpot state (before the middle performance symbol EZ2 is temporarily stopped at "5"), a sound (back music) corresponding to the normal logo SP reach is output from the speaker 52. As a result, even if the player is not looking at the display screen 50a, he or she can understand that the winning pattern indication effect has been executed (that is, that it is an SP reach jackpot) by hearing the winning indication sound "kikikikeeen" from the speaker 52 or by seeing the normal button 40 glow in rainbow colors.
[0331] Also, as shown in FIG. 51(B-2), when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed in a reach-miss mode due to the symbol winning indication performance, a sound for indicating a miss, "Jump", is output from the speaker 52. At this time, the button lamp 43 emits light in a white light emitting mode, and the normal button 40 appears to glow in white. Here, the player can distinguish between the normal button 40 appearing to glow in white due to the button lamp 43 emitting light in a white light emitting mode, and the normal button 40 appearing not to emit light due to the button lamp 43 not emitting light. After the symbol losing indication performance ends, the sound for indicating a miss, "Jump", is not output from the speaker 52, and the button lamp 43 does not emit light. As a result, even if the player is not looking at the display screen 50a, he or she can understand that the pattern miss indication effect has been executed (that the SP reach has missed) by hearing the miss indication sound "Jump" from the speaker 52 or by seeing the normal button 40 glow white.
[0332] Next, a performance example of the third form will be described based on Figs. 52 to 55. As a prerequisite, it is assumed that the game is controlled to a normal game state, there are two special reserved symbols, and a variable performance is being executed. Since the game is set to the first normal performance mode, a sound (background music) corresponding to the first normal performance mode is output from the speaker 52, and a game ball enters the first starting hole 11. As a result, as shown in Fig. 52(A), a special reserved icon HAX is displayed in the third display area 50d3 of the reserved icon display area 50d. Also, at this time (at the start winning timing), the performance control microcomputer 121 decides to execute the blue same color chance eye notice ⇒ green same color chance eye notice ⇒ red same color chance eye notice for the special reserved icon HAX displayed in the third display area 50d3, one change at a time, based on receiving the start winning command (see Fig. 13).
[0333] As a result, the rotating speed of the performance symbols EZ1, EZ2, and EZ3 that were being displayed in a variable manner is decelerated, and as shown in FIG. 52(B), the performance symbols EZ1, EZ2, and EZ3 with the blue effect image EF1 attached thereto as a blue same-color chance eye notice are stopped and displayed in a losing mode showing "648". At this time, the speaker 52 outputs a "bang" sound for blue chance eyes, and the button lamp 43 emits light in a blue light-emitting mode, so that the normal button 40 appears to be lit in blue. This makes it possible for even a player who is not looking at the display screen 50a to grasp the execution of the blue same-color chance eye notice. After that, as shown in FIG. 52(C), as a new variable performance starts, the special reserve icon HAX that was displayed in the third display area 50d3 shifts to the second display area 50d2.
[0334] Next, the rotating speed of the performance symbols EZ1, EZ2, and EZ3 that were being displayed in a variable manner is decelerated, and as shown in FIG. 53(A), the performance symbols EZ1, EZ2, and EZ3 with the green effect image EF2 attached thereto are stopped and displayed in a losing mode indicating "159" as a green same-color chance eye notice. At this time, the green chance eye sound "Dun" is output from the speaker 52, and the button lamp 43 emits light in a green light-emitting mode, so that the normal button 40 appears to be lit in green. This makes it possible for even a player who is not looking at the display screen 50a to grasp the execution of the green same-color chance eye notice. After that, as shown in FIG. 53(B), as a new variable performance starts, the special hold icon HAX displayed in the second display area 50d2 is shifted to the first display area 50d1.
[0335] Next, the rotating speed of the performance symbols EZ1, EZ2, and EZ3 that were being displayed in a variable manner is decelerated, and as shown in FIG. 53(C), the performance symbols EZ1, EZ2, and EZ3 with the red effect image EF3 attached thereto are stopped and displayed in a losing mode indicating "373" as a red same-color chance eye notice. At this time, the speaker 52 outputs a red chance eye sound of "Doon," and the button lamp 43 emits light in a red light-emitting mode, so that the normal button 40 appears to be lit in red. This makes it possible for even a player who is not looking at the display screen 50a to grasp the execution of the red same-color chance eye notice. After that, as shown in FIG. 54(A), as a new variable performance starts, the special reserved icon HAX displayed in the first display area 50d1 is shifted, and the special icon TAX is displayed in the icon display area 50e.
[0336] Then, when the change (pre-reading target change) starts, the game control microcomputer 101 executes the pseudo 2 performance and selects a special pattern change pattern that results in a jackpot with a normal logo SP reach. In this case, the performance symbols EZ1, EZ2, and EZ3 that were being displayed in a variable manner slow down their rotation speed, and as shown in FIG. 54(B), the left performance symbol EZ1 is temporarily stopped at "9", the right performance symbol EZ3 is temporarily stopped at "9", and the center performance symbol EZ2 is temporarily stopped at a pseudo result (chance symbol) that indicates "x2 "NEXT". At this time, the speaker 52 outputs a pseudo 2 sound of "true", the button lamp 43 is illuminated in a pink light-emitting mode, and the normal button 40 appears to be illuminated in pink. This makes it possible for even a player who is not looking at the display screen 50a to grasp the execution of the pseudo 2 performance.
[0337] After that, as shown in FIG. 54(C), the pseudo 2 effect causes the effect symbols EZ1, EZ2, and EZ3 to start changing again. Then, the rotation speed of the left effect symbol EZ1 decreases, and it is temporarily stopped at "5". Next, the rotation speed of the right effect symbol EZ3 decreases, and it is temporarily stopped at "5". At this time, the center effect symbol EZ is still changing, and the reach band image OB is displayed, as shown in FIG. 55(A). Thus, when the effect symbol EZ is temporarily stopped at the reach mode "5↓5", the speaker 52 outputs a "keen" sound for reach generation, and the button lamp 43 emits light in a yellow light emission mode, and the normal button 40 appears to glow yellow. This makes it possible for even a player who is not looking at the display screen 50a to grasp the execution of the reach generation effect.
[0338] Next, as shown in FIG. 55(B), the normal logo SP reach is executed, and the normal battle image G113c in which the logo not holding the sword and the first enemy character fight is displayed. At this time, the speaker 52 outputs a sound (back music) corresponding to the normal logo SP reach, and the button lamp 43 does not emit light. Then, since the result of the special drawing is a jackpot, as shown in FIG. 55(C), a battle victory image WI indicating that the logo has won against the first enemy character is displayed, and the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped and displayed in the jackpot pattern "555" as a pattern winning suggestion performance. At this time, the speaker 52 outputs a winning suggestion sound of "kikikikieen," and the button lamp 43 emits light in a rainbow light emission mode, so that the normal button 40 appears to shine in rainbow colors. This makes it possible for even a player who is not looking at the display screen 50a to grasp that he or she has won the jackpot.
[0339] As a result, even if a player is playing a game while looking at the screen of a smartphone, the player can understand the flow of blue same-color chance eye notice ⇒ green same-color chance eye notice ⇒ red same-color chance eye notice ⇒ pseudo 2 performance ⇒ reach occurrence performance ⇒ symbol winning suggestion performance by listening to the blue chance eye sound "Don", the green chance eye sound "Doon", the red chance eye sound "Doon", the pseudo 2 sound "True", the reach occurrence sound "Keen", and the winning suggestion sound "Kikikikieen" in order output from the speaker 52. Also, the normal button 40 appears to glow blue ⇒ glow green ⇒ glow red ⇒ glow pink ⇒ glow yellow ⇒ glow rainbow, so that the player can understand the flow of blue same-color chance eye notice ⇒ green same-color chance eye notice ⇒ red same-color chance eye notice ⇒ pseudo 2 performance ⇒ reach occurrence performance ⇒ symbol winning suggestion performance.
[0340] In the third mode, when the normal button 40 is pressed while the customer waiting demo video G100 shown in FIG. 16(A-1) is displayed, a setting screen G101 shown in FIG. 16(A-2) is displayed. When the setting screen G101 is displayed and the item "Volume Setting" is selected and the normal button 40 is pressed, a volume setting screen (not shown) is displayed. Thus, when the volume setting screen is displayed, the player can select (set) the set volume in 10 steps from the set volume "0" to the set volume "9" by operating the cross button and the normal button 40. The higher the set volume is, the louder the effect sound is output from the speaker 52. For example, when the set volume "0" is set, the effect sound is not output at all from the speaker 52 (it becomes silent), and when the set volume "1" is set, the effect sound output from the speaker 52 becomes extremely quiet. Conversely, when the volume setting is set to "9," the maximum volume setting is achieved, and the sound effects output from the speaker 52 are extremely loud. As described above, the player can freely select the volume setting and enjoy sound effects at the volume of his / her choice.
[0341] When the setting screen G101 is displayed, if the "Light Amount Setting" item is selected and the normal button 40 is pressed, a light amount setting screen (not shown) is displayed. Thus, when the light amount setting screen is displayed, the player can select (set) the set light amount in 10 stages from the set light amount "0" to the set light amount "9" by operating the cross button and the normal button 40. The higher the set light amount, the higher the light amount (brightness) when the frame lamp 53 and the board lamp 54 emit light. For example, when the set light amount "0" is set, the frame lamp 53 and the board lamp 54 do not emit light at all (are turned off), and when the set light amount "1" is set, the light amount (brightness) when the frame lamp 53 and the board lamp 54 emit light is extremely small. On the other hand, when the set light amount "9" is set, the light amount (brightness) when the frame lamp 53 and the board lamp 54 emit light is extremely large as the maximum set light amount. As a result, the player can arbitrarily select the set light intensity and enjoy a light emission pattern with the light intensity he or she prefers.
[0342] Here, in the third embodiment, various sensors (abnormality detection means) capable of detecting whether an abnormality has occurred in the pachinko game machine PY1 are provided. The various sensors include a frame open sensor capable of detecting that the game machine frame 2 is open (the front door 23 is open to the outer frame 22, or the front frame 23m is open to the game board mounting frame 2A), a vibration sensor capable of detecting that the pachinko game machine PY1 is vibrating illegally, a radio wave sensor capable of detecting that an illegal radio wave is being transmitted to the pachinko game machine PY1, a magnetic sensor capable of detecting that an illegal magnetism is being generated in the pachinko game machine PY1, and the like. When the game control microcomputer 101 determines that an abnormality has occurred in the pachinko game machine PY1 based on the detection of the various sensors described above, it causes the performance control microcomputer 121 to execute various abnormality notification performances.
[0343] For example, when the game control microcomputer 101 determines that the game machine frame 2 is open based on the detection by the frame opening sensor, it causes the performance control microcomputer 121 to execute a frame opening abnormality notification (abnormality notification performance). In the frame opening abnormality notification, as shown in FIG. 56, a frame opening abnormality notification image ER indicating "Error, please close the game machine frame" is displayed at the top of the display screen 50a, and a frame opening abnormality notification sound saying "Error, please close the game machine frame" is output from the speaker 52. The frame opening abnormality notification is executed until the game machine frame 2 is closed. Also, for example, when the game control microcomputer 101 determines that the pachinko game machine PY1 is vibrating illegally based on the detection by the vibration sensor, it causes the performance control microcomputer 121 to execute a vibration abnormality notification (abnormality notification performance). In the vibration abnormality notification, a vibration abnormality notification image (not shown) indicating "ERROR VIBRATION ABNORMAL" is displayed at the top of the display screen 50a, and a vibration abnormality notification sound saying "ERROR VIBRATION ABNORMAL" is output from the speaker 52. The vibration abnormality notification is performed until a predetermined time (e.g., 30 seconds) has elapsed since the display of the vibration abnormality notification image started.
[0344] Also, for example, when the game control microcomputer 101 determines that an illegal radio wave is generated in the pachinko game machine PY1 based on the detection by the radio wave sensor, it causes the performance control microcomputer 121 to execute a radio wave abnormality notification (abnormality notification presentation). In the radio wave abnormality notification, a radio wave abnormality notification image (not shown) indicating "Error Radio Wave Abnormal" is displayed at the top of the display screen 50a, and a radio wave abnormality notification sound "Error Radio Wave Abnormal" is output from the speaker 52. The radio wave abnormality notification is executed until a predetermined time (for example, 30 seconds) has elapsed since the display of the radio wave abnormality notification image started. Also, for example, when the game control microcomputer 101 determines that an illegal magnetism is generated in the pachinko game machine PY1 based on the detection by the magnetic sensor, it causes the performance control microcomputer 121 to execute a magnetic abnormality notification (abnormality notification presentation). In the magnetic anomaly notification, a magnetic anomaly notification image (not shown) indicating "Error Magnetic Anomaly" is displayed at the top of the display screen 50a, and a radio wave anomaly notification voice saying "Error Magnetic Anomaly" is output from the speaker 52. The magnetic anomaly notification continues until the power is cut off. In other words, if an illegal magnetism is detected, the magnetic anomaly notification will not be released until the power is cut off, and play cannot be resumed.
[0345] In the third form, as described above, when the performance patterns EZ1, EZ2, and EZ3 are displayed as stopped or temporarily stopped, the speaker 52 outputs the sound of a blue chance eye of "Don" (see FIG. 47(A)), the sound of a green chance eye of "Dun" (see FIG. 47(B)), the sound of a red chance eye of "Doon" (see FIG. 47(C)), the sound of a pseudo 2 of "Turu" (see FIG. 48(B)), the sound of a pseudo 3 of "Tururu" (see FIG. 49(B)), the sound of a reach occurrence of "Keen" (see FIG. 50(B)), the sound of a win indication of "Kikikikieen" (see FIG. 51(B-1)), and the sound of a loss indication of "Jang" (see FIG. 51(B-2)). These various sound effects (sound for chance eye for blue, sound for chance eye for green, sound for chance eye for red, sound for pseudo 2, sound for pseudo 3, sound for reach occurrence, sound for winning indication, sound for losing indication) are output at a volume based on the volume setting selected (set) by the player.
[0346] However, when the above-mentioned various effect sounds are being output, an abnormality may be detected in the pachinko game machine PY1. In this case, the abnormality notification effect will be started, but the output of the above-mentioned various effect sounds may make it difficult to understand the abnormality notification effect. Specifically, it may be difficult to hear the frame opening abnormality notification sound "Error, please close the game machine frame", the vibration abnormality notification sound "Error, vibration abnormality", the radio wave abnormality notification sound "Error, radio wave abnormality", and the radio wave abnormality notification sound "Error, magnetic abnormality".
[0347] Therefore, in the third form, when the abnormality notification effect is started while the various effect sounds are being output, the various effect sounds based on the set volume "1" are output from the speaker 52 regardless of the set volume selected by the player. That is, even if the various effect sounds are output by the stop display or temporary stop display of the effect patterns EZ1, EZ2, and EZ3, when the abnormality notification sound is output, the effect control microcomputer 121 forcibly sets the set volume "1" and outputs the various effect sounds from the speaker 52. However, the abnormality notification sound is output from the speaker 52 based on the set volume that was set before the abnormality notification effect was started. Note that, after the abnormality notification effect is finished, when the effect patterns EZ1, EZ2, and EZ3 are stopped or temporarily stopped, the various effect sounds are output from the speaker 52 based on the set volume that was set by the player.
[0348] Specifically, when the set volume is set to "2" or more, and the blue chance eye sound "Bang" is output by the blue same-color chance eye notice, if the abnormality notification effect shown in FIG. 56 starts (when the frame opening abnormality notification sound "Error, close the gaming machine frame" is output), the blue chance eye sound is reduced to a volume based on the set volume "1". Also, when the green chance eye sound "Dun" is output by the green same-color chance eye notice, if the abnormality notification effect starts, the green chance eye sound is reduced to a volume based on the set volume "1". Also, when the red chance eye sound "Doon" is output by the red same-color chance eye notice, if the abnormality notification effect starts, the red chance eye sound is reduced to a volume based on the set volume "1".
[0349] In addition, when the set volume is set to "2" or more, and the pseudo 2 sound "true" is being output by the pseudo 2 performance, if the abnormality notification performance shown in FIG. 56 is started (when the frame opening abnormality notification sound "Error, close the gaming machine frame" is output), the pseudo 2 sound will be reduced to a volume based on the set volume "1". In addition, when the pseudo 3 sound "true" is being output by the pseudo 3 performance, if the abnormality notification performance is started, the pseudo 3 sound will be reduced to a volume based on the set volume "1". In addition, when the reach occurrence sound "keen" is being output by the reach occurrence performance, if the abnormality notification performance is started, the reach occurrence sound will be reduced to a volume based on the set volume "1".
[0350] In addition, when the set volume is set to "2" or more and a winning indication sound of "kikikikieen" is output by the winning pattern indication effect, if the abnormality notification effect shown in FIG. 56 is started (when the frame opening abnormality notification sound of "Error, please close the gaming machine frame" is output), the winning indication sound is reduced to a volume based on the set volume of "1". Also, when a loss indication sound of "Jump" is output by the losing pattern indication effect and an abnormality notification effect is started, the loss indication sound is reduced to a volume based on the set volume of "1". In this way, it is possible to let the player hear the abnormality notification sound preferentially over the various effect sounds described above.
[0351] As described above in detail, according to the third form of pachinko game machine PY1, when the same color chance eye notice, pseudo consecutive performance, reach occurrence performance, and symbol winning suggestion performance are executed on the image display device 50, the sounds (blue chance eye sound "Don", green chance eye sound "Dun", red chance eye sound "Doon", pseudo 2 sound "True", pseudo 3 sound "Tururu", reach occurrence sound "Keen", winning suggestion sound "Kikikikeeen") output from the speaker 52 when the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped or provisionally stopped state are different from each other. Furthermore, the light emission modes (blue light emission mode, green light emission mode, red light emission mode, pink light emission mode, purple light emission mode, yellow light emission mode, rainbow light emission mode) of the normal button 40 (button lamp 43) when the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped or provisionally stopped state are also different from each other. This makes it possible for even a player who is not looking closely at the image display device 50 (display screen 50a) to easily understand whether a same-color chance eye announcement, a pseudo consecutive display, a reach occurrence display, or a winning suggestion display is being executed.
[0352] According to the third form of the pachinko game machine PY1, when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped by the pseudo consecutive performance, a pseudo 2 sound (first performance sound) of "Teruru" or a pseudo 3 sound (first performance sound) of "Teruru" is output from the speaker 52. If an abnormality is detected at this time and an abnormality notification performance (for example, a frame opening abnormality notification) is started, the volume of the pseudo 2 sound of "Teruru" or the pseudo 3 sound of "Teruru" is reduced. Also, when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped by the reach occurrence performance, a reach occurrence sound (second performance sound) of "keen" is output from the speaker 52. If an abnormality is detected at this time and an abnormality notification performance is started, the volume of the reach occurrence sound of "keen" is reduced. When the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped in a jackpot state due to the winning suggestion performance, a winning suggestion sound of "kikikikieen" (third performance sound) is output from the speaker 52. If an abnormality is detected and an abnormality notification performance starts at this time, the volume of the winning suggestion sound of "kikikikieen" is reduced. In this way, the volume of each of the performance sounds described above is reduced based on the start of the abnormality notification performance, making it easier to understand the abnormality notification performance than the pseudo consecutive performance (pseudo 1 performance, pseudo 2 performance), the reach occurrence performance, or the winning suggestion performance.
[0353] <4th form> In the fourth form, as the look-ahead performance (look-ahead notice), the look-ahead button chance up performance and the look-ahead logo appearance performance may be executed. First, the look-ahead button chance up performance (first look-ahead notice) will be described with reference to FIG.
[0354] As shown in Fig. 58(A), the number of reserved special figures 1 is two, the icon TA is displayed in the icon display area 50e, the reserved icon HA is displayed in the first display area 50d1 of the reserved icon display area 50d, and the special reserved icon HAX showing "☆" is displayed in the second display area 50d2. Here, it is assumed that the pre-reading button chance up performance is executed for the special reserved icon HAX in the second display area 50d2.
[0355] In this case, as shown in Fig. 58(A), a scale image MO showing a nine-level scale and a button press prompting image OS showing the shape of the normal button 40 and the word "Press!" are displayed on the left side of the display screen 50a. The scale image MO indicates that no scale marks are accumulated when the look-ahead button chance up performance is started, and is configured to display scale marks increasing in order from the bottom based on the pressing operation of the normal button 40. The scale image MO suggests that the more scale marks accumulated, the higher the chance of winning the jackpot.
[0356] In the following, a scale image MO with one scale level accumulated will be called a "first scale image MO", a scale image MO with two scale levels accumulated will be called a "second scale image MO", and a scale image MO with three scale levels accumulated will be called a "third scale image MO". These first scale image MO, second scale image MO, and third scale image MO are shown in blue, suggesting that they have a low expectation of winning a jackpot. In addition, a scale image MO with four scale levels accumulated will be called a "fourth scale image MO", and a scale image MO with five scale levels accumulated will be called a "fifth scale image MO". These fourth scale image MO and fifth scale image MO are shown in green, suggesting that they have a higher expectation of winning a jackpot than the blue scale image MO.
[0357] Moreover, the scale image MO with 6 scale levels accumulated will be called the "6th scale image MO," and the scale image MO with 7 scale levels accumulated will be called the "7th scale image MO." These 6th scale image MO and 7th scale image MO are shown in red, suggesting that they have a higher chance of winning the jackpot than the green scale image MO. Moreover, the scale image MO with 8 scale levels accumulated will be called the "8th scale image MO," and the scale image MO with 9 scale levels accumulated will be called the "9th scale image MO." These 8th scale image MO and 9th scale image MO are shown in gold, suggesting that they have a higher chance of winning the jackpot than the red scale image MO.
[0358] The button press prompting image OS is an image that prompts the player to press the normal button 40, and also functions as an image that indicates that the operation of pressing the normal button 40 is valid (operation valid period). In other words, while the button press prompting image OS is displayed, the player can increase the scale indicated by the scale image MO based on the operation of pressing the normal button 40.
[0359] As a result, as shown in FIG. 58(A), when the scale image MO and the button press prompt image OS are displayed by starting the look-ahead button chance up effect, the player taps the normal button 40 repeatedly. As a result, the scales shown in the scale image MO increase, and in the example shown in FIG. 58(B), up to the red seventh scale image MO is displayed. In addition, in the example shown in FIG. 58(B), even if the player further taps the normal button 40 repeatedly, the gold eighth scale image MO and the ninth scale image MO are not displayed. In this way, the look-ahead button chance up notice effect allows the player to understand that the probability of winning the special reserved icon HAX displayed in the second display area 50d2 is quite high, and it is possible to have a great sense of expectation. In addition, it is possible to give the player a sense of elation that the player has increased the probability of winning the special reserved icon HAX by operating the normal button 40 himself. In Figure 58, we have explained the pre-reading button chance-up effect in which up to the 7th red scale image MO are displayed, but of course, other scale images MO (for example, up to the 8th gold scale image MO) may also be displayed.
[0360] In this fourth form, the look-ahead button chance up performance is started for the reserved icon HA displayed in the second display area 50d2 of the reserved icon display area 50d, and is not started for the reserved icon HA displayed in the fourth display area 50d4, the third display area 50d3, and the first display area 50d1 of the reserved icon display area 50d. In other words, when the number of special reserved figures is four, three, or one, the look-ahead button chance up performance is not started. Note that the reason why the look-ahead button chance up performance is not started when the number of special reserved figures is one is because, if the look-ahead button chance up performance is started when the number of special reserved figures is one, the look-ahead button chance up performance may not end before the corresponding change (look-ahead target change) starts (there is a possibility that the execution time of the look-ahead button chance up performance may not be sufficiently secured).
[0361] Next, the pre-reading logo appearance effect (second pre-reading notice), which is a pre-reading effect, will be described with reference to Fig. 59. The pre-reading logo appearance effect is an effect that suggests the probability of winning a jackpot by displaying a pseudo logo face image GR showing the front of the face of the main character ("logo") of this pachinko game machine PY1 on the display screen 50a of the image display device 50.
[0362] As shown in FIG. 59(A), the number of reserved special symbols 1 is one, the icon TA is displayed in the icon display area 50e, and the special reserved icon HAX showing "☆" is displayed in the first display area 50d1 of the reserved icon display area 50d. And, the performance pattern EZ is displayed in a variable manner. Here, it is assumed that the pre-reading logo appearance performance is executed for the special reserved icon HAX in the first display area 50d1.
[0363] In this case, as shown in FIG. 59(B), a visit image SJ showing a logo of the upper body in a pose and the word "visit" is displayed on the display screen 50a. Then, as shown in FIG. 59(C), a pseudo logo face image GR is displayed on the display screen 50a. Specifically, the pseudo logo face image GR (pseudo light guide image) is configured to include a black background portion, a logo face outline portion that is mainly white, and an effect portion that extends radially and linearly from the center portion of the display screen 50a. Thus, the pseudo logo face image GR appears to be emitting light on the player side due to the black background portion, outline portion, and effect portion. In other words, the pseudo logo face image GR (see FIG. 59(C)) is made to look as if it is emitting light in front of the display screen 50a, as in the logo illumination effect (see FIG. 60(B)) described later, despite being an image displayed on the display screen 50a.
[0364] Here, the pre-reading logo appearance effect suggests different winning expectancies depending on the color of the pseudo logo face image GR. Specifically, there are a blue pre-reading logo appearance effect in which the pseudo logo face image GR appears to emit blue light on the player's side, a green pre-reading logo appearance effect in which the pseudo logo face image GR appears to emit green light on the player's side, a red pre-reading logo appearance effect in which the pseudo logo face image GR appears to emit red light on the player's side, and a gold pre-reading logo appearance effect in which the pseudo logo face image GR appears to emit gold light on the player's side.
[0365] The pseudo logo face image GR displayed in the blue pre-reading logo appearance performance is called the "blue pseudo logo face image GR", and the blue pseudo logo face image GR suggests that the winning expectation is 20% as shown in FIG. 62(C). The pseudo logo face image GR displayed in the green pre-reading logo appearance performance is called the "green pseudo logo face image GR", and the green pseudo logo face image GR suggests that the winning expectation is 30% as shown in FIG. 62(C). The pseudo logo face image GR displayed in the red pre-reading logo appearance performance is called the "red pseudo logo face image GR", and the red pseudo logo face image GR suggests that the winning expectation is 40% as shown in FIG. 62(C). The pseudo logo face image GR displayed in the gold pre-reading logo appearance performance is called the "gold pseudo logo face image GR", and the gold pseudo logo face image GR suggests that the winning expectation is 50% as shown in FIG. 62(C).
[0366] In this way, when the pre-reading logo appearance performance is executed, after the appearance image SJ is displayed, the blue pseudo logo face image GR, the green pseudo logo face image GR, the red pseudo logo face image GR, or the gold pseudo logo face image GR is displayed. After that, the display screen 50a returns to the state where the performance pattern EZ is displayed in a variable manner. In this way, the pre-reading logo appearance performance is executed by temporarily interrupting the variable performance being executed, and its execution time is 1.5 seconds.
[0367] Here, as can be seen from FIG. 62(A), (B), and (C), the blue pseudo logo face image GR suggests a higher expectation of winning than the blue first to third scale images MO. The green pseudo logo face image GR suggests a higher expectation of winning than the green fourth to fifth scale images MO. The red pseudo logo face image GR suggests a higher expectation of winning than the red sixth to seventh scale images MO. The gold pseudo logo face image GR suggests a higher expectation of winning than the gold eighth to ninth scale images MO. Therefore, the pre-reading logo appearance effect can be said to be a pre-reading effect that suggests a higher expectation of winning the jackpot than the pre-reading button chance up effect.
[0368] In this fourth form, the pre-reading logo appearance performance is started for the reserved icon HA displayed in the first display area 50d1 of the reserved icon display area 50d, and is not started for the reserved icon HA displayed in the second display area 50d2 to the fourth display area 50d4 of the reserved icon display area 50d. In other words, when the number of special reserved figures is two or more, the pre-reading logo appearance performance is not started. Thus, the pre-reading logo appearance performance can be said to be a pre-reading performance that is executed after the pre-reading button chance up performance.
[0369] Incidentally, when the microcomputer 121 for controlling the performance decides by lottery to execute the look-ahead button chance up performance and the look-ahead logo appearance performance (continuous look-ahead notice) based on the reception of the start winning command (see FIG. 13) indicating that there are two reserved special figures, there are cases where the look-ahead button chance up performance is executed (started) at the first timing X1 and cases where the look-ahead button chance up performance is executed (started) at the second timing X2, as shown in FIG. 61. Here, when the change performance two changes ago is divided into the first half and the second half, the first timing X1 is provided in the first half of the change pe...
Claims
[Claim 1] In a gaming machine equipped with a performance control means capable of executing a pre-development performance and a post-development performance that develops from the pre-development performance during the execution of a variable performance that indicates the result of a judgment process, The performance control means Before the change performance is executed, a change pre-notification performance can be executed to notify the change performance that the change performance will develop from the pre-development performance to the post-development performance, During the execution of the post-development performance, a post-development change notice indicating the probability of winning can be executed, In the change performance before the change performance in which the development post-performance is executed, there is a case where the change pre-notification performance is executed at a first specified timing, and a case where the change pre-notification performance is executed at a second specified timing, A gaming machine characterized in that when the post-development change notice is executed in the change performance after the change performance in which the pre-change notice performance has been executed, the content of the post-development change notice executed in the post-development performance is varied depending on the performance mode of the pre-change notice performance shown among the multiple performance modes of the pre-change notice performance, and only the post-development change notice with a higher winning expectation than the winning expectation of the performance mode shown in the pre-change notice performance is executed.