Game machine

JP2024083681A5Pending Publication Date: 2025-12-19SANSEI R&D KK
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Patent Information

Application Number
JP2022197615
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-12-12
Publication Date
2025-12-19

AI Technical Summary

Benefits of technology

【0006】 本発明の遊技機によれば、演出を通じて遊技の興趣を向上可能である。

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Abstract

To improve the amusement of a game.SOLUTION: A pachinko game machine PY1 can execute, on the basis of a result of a read-ahead determination, a first suggestion-ahead performance (reservation display change performance) which can gradually progress, and a second suggestion-ahead performance (chance zone performance) which can execute a special performance (setting to a chance zone which can display a forest background image G70) different from a normal performance for a plurality of variations. The pachinko game machine PY1 can end the special performance (setting to the chance zone) on the basis of a chance zone end operation by a player.SELECTED DRAWING: Figure 42
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Description

[Technical field]

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

[0002] Conventionally, as an example of a gaming machine, there has been known a pachinko gaming machine, which determines whether or not a jackpot has been won, and based on the result of the determination, changes the display mode of a pending display for a special effect from normal white to a special blue or red, etc., thereby giving the player hope of winning the jackpot, as described in Patent Document 1 below, for example. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2016-112132 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, the method of executing effects as described in Patent Document 1 above is now commonly seen, and there is room for improvement in order to provide players with an enjoyable experience. [Means for solving the problem]

[0005] The gaming machine of the present invention is A first determination means for making a first determination as to whether or not to create an advantageous state that is advantageous to a player; A second determination means for making a second determination as to whether the advantageous state will be achieved before the first determination; A performance control means capable of controlling the performance, The performance control means includes: Based on the result of the second determination, a first-ahead suggestion performance that can be progressed in stages and a second-ahead suggestion performance different from the first-ahead suggestion performance can be executed; As the second suggestion performance, a special performance different from the normal performance can be executed over multiple variations, This gaming machine is characterized in that the special effects can be ended based on the player's operation. Effect of the Invention

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

[0007] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Diagram 5] 1A is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and FIG. 1B is a front view of the performance unit when the above-board movable device and the below-board movable device are in operation. [Figure 6] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] 2 is an oblique view showing the back side of the gaming machine. [Figure 9] FIG. 2 is a front view showing a 7-segment display. [Figure 10] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 11] (A) is an example of a winning determination table, (B) is an example of a normal game fluctuation pattern determination table, and (C) is an example of an auxiliary game control table. [Figure 12] (A) is an example of a big win determination table, (B) is an example of a big win symbol type determination table, and (C) is an example of a reach determination table. [Figure 13]This is an example of a special chart 1 fluctuation pattern determination table. [Figure 14] This is an example of a special chart 2 fluctuation pattern determination table. [Figure 15] 13 is an example of a look-ahead determination table. [Figure 16] 13 is an example of a jackpot game control table. [Figure 17] FIG. [Figure 18] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 19] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 20] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 21] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 22] An explanatory diagram showing a specific example of a hold effect. [Figure 23] An explanatory diagram showing a specific example of a movable object performance. [Figure 24] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Diagram 25] 4 is a flowchart of a main control process. [Figure 26] 13 is a flowchart of a main-side timer interrupt process. [Figure 27] 13 is a flowchart of a sub-control main process. [Figure 28] 13 is a flowchart of a 1 ms timer interrupt process. [Figure 29] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 30] FIG. 2 is a diagram showing a game board relating to a characteristic part of the pachinko game machine PY1. [Diagram 31] FIG. 2 is a diagram showing the display contents of a display section relating to a characteristic part of the pachinko gaming machine PY1. [Diagram 32] 11 is a table for explaining the display mode of the hold display. [Diagram 33] This is a lottery table for the pending display change effect. [Diagram 34] This is a lottery table for pending change scenarios. [Diagram 35] This is a lottery table with a chance zone effect. [Diagram 36] This is the SP Reach lottery table. [Figure 37] A figure showing a specific example of a chance zone presentation. [Figure 38] A figure showing a specific example of an SP reach exclusive to the chance zone. [Figure 39] This is a figure showing a specific example of a SP reach exclusive to the chance zone, following Figure 38. [Diagram 40] This is a diagram showing a specific example of a chance zone exclusive SP reach following Figure 39. [Diagram 41] A figure showing a specific example of a common SP reach. [Diagram 42] This is a timing chart to explain the period during which the chance zone ending operation is possible. [Diagram 43] This is a timing chart to explain the period during which the chance zone ending operation is possible. [Diagram 44] This is a diagram of the display unit to explain the difference in the presentation development when and if the chance zone end operation is not performed. [Diagram 45] This is a table to explain examples of combined execution of hold display change effects, chance zone effects, and SP reaches. [Diagram 46] FIG. 46 is a diagram of the display unit for explaining the case where the rendering execution example 1 shown in FIG. 45 is executed. [Figure 47] FIG. 46 is a diagram of the display unit for explaining the case where rendering execution example 5 shown in FIG. 45 is executed. [Figure 48] This is a timing chart to explain the execution control of the pre-reading effects (hold display change effects, chance zone effects) related to special chart 1 based on winning at the first starting port, and the execution control of the pre-reading effects (hold display change effects, chance zone effects) related to special chart 2 based on winning at the second starting port. [Figure 49]This is a diagram of the display unit to explain an example of the execution of the pending display change presentation when a win at the first start port and a win at the second start port occur simultaneously. [Figure 50] This is a lottery table for a reserve change scenario in the second embodiment. [Figure 51] 13 is a lottery table for the chance zone effect according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

[0009] 1. Structure of the gaming machine A pachinko game machine PY1 of the first embodiment will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 5. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. In addition, "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. In this specification, the pachinko game machine PY1 will first be described in terms of a conventionally general configuration, and then its characteristic configuration (characteristic parts) will be described. For this reason, the configuration explained before the section "7. Characteristic Parts of the Pachinko Game Machine PY1" may also be explained in the section "7. Characteristic Parts of the Pachinko Game Machine PY1" and subsequent sections, but in this case, the pachinko game machine PY1 is deemed to be configured with the contents explained in the section "7. Characteristic Parts of the Pachinko Game Machine PY1" and subsequent sections.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0072] Furthermore, displays 8 (special display 81, ordinary display 82, and special display 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0156] 4-2-2.Normal fluctuation 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.

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

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

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

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

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

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

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

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

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

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

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

[0168] 4-3-1.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.

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

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

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

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

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

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

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

[0176] In the pre-reading performance, for example, when the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 22(C). Also, when the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. In this way, the pre-reading performance in which the reservation icon HA or the icon TA is displayed in a special mode (for example, "☆" in this embodiment, also called a special display mode) rather than in a normal mode ("◯" in this embodiment, also called a normal display mode) is called a reservation change performance or a reservation display change performance. Also, the reservation icon HA and the icon TA are collectively called a reservation display or a predetermined icon. In this embodiment, the reservation icon HA and the icon TA are displayed as a reservation display, but it is also possible to configure the reservation icon HA and the icon TA to be displayed only without displaying the icon TA. In addition, the timing of the special mode of the reserved display in the reserved change performance may be when the start winning occurs, which is the trigger for the reserved display, or when the reserved display shifts (when the display area of ​​the reserved icon HA is changed), or when the special chart change (so-called the change) corresponding to the reserved display is being executed (when it is displayed as the icon TA). Also, there may be multiple types of special modes of the reserved display.

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

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

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

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

[0181] Following the power-on process, interrupts are prohibited (S002), and normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the counter values ​​of the various random numbers shown in Fig. 10(A) and Fig. 10(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, at least a part of each random number may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0230] First, the game board 1 in the pachinko game machine PY1 will be described based on FIG. 30. The pachinko game machine PY1 is provided with the game board 1 shown in FIG. 30. In the description of FIG. 30, the components that play the same role as the components of the game board 1 in FIG. 2 are given the same reference numerals as above, and the description will be omitted. As shown in FIG. 30, the pachinko game machine PY1 has a first gate 28 in the left game area 6A in the game area 6, and a second gate 29 in the right game area 6B. Inside the first gate 28, a first gate sensor (not shown) that detects a game ball that has passed through the first gate 28 is provided, and inside the second gate 29, a second gate sensor (not shown) that detects a game ball that has passed through the second gate 29 is provided. When the game ball passes through the first gate 28 (when the first gate sensor detects the game ball) and when the game ball passes through the second gate 29 (when the second gate sensor detects the game ball), the game control microcomputer 101 performs a lottery for a normal symbol (obtaining and determining a normal symbol random number). In other words, both the first gate 28 and the second gate 29 are passing areas that trigger the execution of the lottery for a normal symbol.

[0231] In this embodiment, the electric chute 12D is disposed at the junction of the first flow path R1 and the second flow path R2 so that the game ball can enter the second starting hole 12 even if it has passed through the left playing area 6A or the right playing area 6B. Therefore, the game ball may enter the second starting hole 12 not only when the right hand is being hit in the time-saving state, but also when the left hand is being hit in the non-time-saving state. In this embodiment, the result of the lottery for the normal symbol may be a winning symbol even in the non-time-saving state (see FIG. 11(A)). In this case, the normal symbol is displayed as a winning symbol after a 30-second variable display (see FIG. 11(B)), and the electric chute 12D is opened for 0.08 seconds (see FIG. 11(C)). Therefore, even when playing with the left hand in the non-time-saving state, if the game ball passes through the first gate 28, the electric chute 12D may be opened and the game ball may enter the second starting hole 12. The pachinko game machine PY1 is configured such that, when there is a special chart 1 reserve based on winning at the first starting port 11 and a special chart 2 reserve based on winning at the second starting port 12, the consumption of the special chart 2 reserve (the judgment of win / loss and the special chart change based on the special chart 2 reserve) is given priority over the consumption of the special chart 1 reserve (the judgment of win / loss and the special chart change based on the special chart 1 reserve).

[0232] Next, the display contents of the display unit 50a in the pachinko game machine PY1 will be described with reference to Fig. 31. When the pachinko game machine PY1 is in a non-time-saving state, as shown in Fig. 31, it can display, for example, the performance patterns EZ1, EZ2, EZ3 and the small patterns KZ1, KZ2, KZ3 on the display unit 50a while displaying the daytime normal background image G102 (hereinafter sometimes referred to as "normal background"). Also, when the pachinko game machine PY1 is in a non-time-saving state, it can display a reserve icon (referred to as the special chart 1 reserve icon HA1) corresponding to the special chart 1 reserve based on winning the first start port 11 in the special chart 1 reserve icon display area HR1, and can display a reserve icon (referred to as the special chart 2 reserve icon HA2) corresponding to the special chart 2 reserve based on winning the second start port 12 in the special chart 2 reserve icon display area HR2. In addition, the pachinko game machine PY1 can display the icon TA corresponding to the winning during the variable performance in the icon display area TR. The special chart 1 reserved icon display area HR1 and the special chart 2 reserved icon display area HR2 each have four display areas (i.e., the number of display areas corresponds to the upper limit number of special chart reserved), which are a display area for displaying a reserved icon HA corresponding to the first special chart reserved, a display area for displaying a reserved icon HA corresponding to the second special chart reserved, a display area for displaying a reserved icon HA corresponding to the third special chart reserved, and a display area for displaying a reserved icon HA corresponding to the fourth special chart reserved. Therefore, a maximum of four special chart 1 reserved icons HA1 and special chart 2 reserved icons HA2 may be displayed.

[0233] In the pachinko game machine PY1, when a winning entry occurs in the first starting hole 11 and when a winning entry occurs in the second starting hole 12, a reserve display change effect and a chance zone effect can be executed as a look-ahead effect based on the result of the look-ahead judgment. The special reserve corresponding to the winning entry that triggered the execution of the look-ahead effect is called a target reserve.

[0234] The reserved display change performance is a performance in which the display mode of the reserved display (reserved icon HA or the icon TA) is displayed in a special display mode different from the normal display mode. In this embodiment, the reserved display is a circular icon, and as shown in FIG. 32, the display mode of the reserved display includes a normal display mode in which the icon is displayed in white, a first special display mode in which the icon is displayed as if blinking in white, a second special display mode in which the icon is displayed in blue, and a third special display mode in which the icon is displayed in red. Each display mode of the reserved display is assigned a different value as reserved display mode data, and the performance control microcomputer 121 displays the reserved display on the display unit 50a based on the value of this reserved display mode data. In addition, the performance control microcomputer 121 performs a lottery for the reserved display change performance so that the relationship of the jackpot expectation degree for each display mode is normal display mode (white) < first special display mode (white blinking) < second special display mode (blue) < third special display mode (red). The reserved display change performance is an example of a first advance suggestion performance and a first notice performance. Moreover, the blue display mode (second special display mode) is an example of the first mode, and the red display mode (third special display mode) is an example of the second mode.

[0235] Fig. 33 is a lottery table for the reserved display change presentation in the non-time-saving state, and Fig. 34 is a lottery table for the reserved display change scenario. When the presentation control microcomputer 121 receives a start winning command (first start winning command, second start winning command, see Fig. 15) from the game control microcomputer 101 in the non-time-saving state, it determines the final display mode of the reserved display based on the table shown in Fig. 33, and determines the reserved display change scenario based on the table shown in Fig. 34. The reserved display change scenario is a scenario that determines the transition of the display mode of the reserved display.

[0236] In the lottery for the pending display change presentation, as shown in FIG. 33, if the pre-read judgment result indicated by the start winning command received from the game control microcontroller 101 is a "jackpot," the presentation control microcontroller 121 selects, as the final display mode of the pending display, the "white" display mode (normal display mode) at a rate of 10%, the "white flashing" display mode (first special display mode) at a rate of 15%, the "blue" display mode (second special display mode) at a rate of 30%, and the "red" display mode (third special display mode) at a rate of 45%.

[0237] In addition, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcontroller 101 is "SP reach miss" (i.e., a miss in which an SP reach will be made), the performance control microcontroller 121 selects, as the final display mode of the pending display, the "white" display mode (normal display mode) at a rate of 20%, the "white flashing" display mode (first special display mode) at a rate of 25%, the "blue" display mode (second special display mode) at a rate of 40%, and the "red" display mode (third special display mode) at a rate of 15%.

[0238] In addition, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcontroller 101 is an "L reach miss" (i.e. a miss in which an L reach is made) or an "N reach miss" (i.e. a miss that ends in an N reach), the performance control microcontroller 121 selects, as the final display mode of the pending display, the "white" display mode (normal display mode) at a rate of 50%, the "white flashing" display mode (first special display mode) at a rate of 30%, the "blue" display mode (second special display mode) at a rate of 15%, and the "red" display mode (third special display mode) at a rate of 5%.

[0239] In this embodiment, when the result of the pre-reading judgment indicated by the start winning command received from the game control microcontroller 101 is a "normal miss" (i.e. a miss where a reach does not occur), the presentation control microcontroller 121 does not change the display mode of the pending display, but always displays the pending display in the normal display mode.

[0240] In this manner, in this embodiment, the final display mode of the reserved display is determined by the allocation rate shown in FIG. 33, so the probability of winning for each display mode of the reserved display is higher in the order of normal display mode (white) < first special display mode (white flashing) < second special display mode (blue) < third special display mode (red). Also, when the result of the pre-reading judgment is SP reach miss, the display mode of blue or red is more likely to be selected, and the display mode of white or white flashing is less likely to be selected, compared with the case where the result of the pre-reading judgment is L reach miss or N reach miss. Therefore, the display mode of blue or red also functions as an effect that makes you expect that a variable effect that develops to SP reach will be executed. The allocation rate shown in FIG. 33 is an example, and can be changed as appropriate within the range that does not impair the function of the reserved display change effect. This is also the same in the execution lottery of other effects.

[0241] The performance control microcomputer 121 determines the final display mode of the reserved display based on the lottery table shown in Fig. 33, and then determines the reserved change scenario based on the lottery table shown in Fig. 34. In the lottery for the reserved change scenario, as shown in Fig. 34, if the final display mode of the reserved display is "red", the performance control microcomputer 121 selects the reserved change scenario "No. 011" at a rate of 50% if the special reserved that triggered this lottery occurred as the fourth reserved, and selects the reserved change scenario "No. 012" at a rate of 50%. Also, if the special reserved that triggered this lottery occurred as the third reserved, the reserved change scenario "No. 013" is selected at a rate of 50% and the reserved change scenario "No. 014" is selected at a rate of 50%. In addition, if the special reserve that triggered this lottery occurred as the second reserve, the reserve change scenario "No. 015" will be selected 100% of the time, and if the special reserve that triggered this lottery occurred as the first reserve, the reserve change scenario "No. 016" will be selected 100% of the time.

[0242] The change mode of the reserved display according to the "reserved change scenario No." is as shown in Fig. 34. To explain one specific example of the transition of the display mode of the reserved display, for example, when the reserved change scenario "No. 012" is selected, the performance control microcomputer 121 displays a white flashing reserved display (first special display mode) as the reserved display corresponding to this target reserved while the target reserved that triggered the execution of the reserved display change performance is the fourth special reserved (reserved 4) and the third special reserved (reserved 3), and when the target reserved becomes the second special reserved (reserved 2) (when the reserved display corresponding to the target reserved is shifted from the display area corresponding to the third to the display area corresponding to the second), it changes to a blue reserved display (second special display mode), and further, when the target reserved becomes the first special reserved (reserved 1) (when the reserved display corresponding to the target reserved is shifted from the display area corresponding to the second to the display area corresponding to the first), it changes to a red reserved display (first special display mode). Then, even during the change based on the reserved target (the change), the reserved display in red (first special display mode) is displayed as the icon TA. When the display mode of the reserved display has changed to "red" in this way, the player is made aware that the change based on the reserved target has a high chance of winning, and the player's sense of expectation can be increased.

[0243] In addition, when the final display state of the reserved display is "green", if the special reserved which is the trigger of this lottery occurs as the fourth reserved, the performance control microcomputer 121 selects the reserved change scenario of "No. 021" at a rate of 50%, and selects the reserved change scenario of "No. 022" at a rate of 50%. In addition, if the special reserved which is the trigger of this lottery occurs as the third reserved, the reserve change scenario of "No. 023" is selected at a rate of 50%, and the reserve change scenario of "No. 024" is selected at a rate of 50%. In addition, if the special reserved which is the trigger of this lottery occurs as the second reserved, the reserve change scenario of "No. 025" is selected at a rate of 100%, and if the special reserved which is the trigger of this lottery occurs as the first reserved, the reserve change scenario of "No. 026" is selected at a rate of 100%.

[0244] In addition, when the final display mode of the reserved display is "white flashing", if the special reserved which is the trigger of this lottery occurs as the fourth reserved, the performance control microcomputer 121 selects the reserved change scenario "No. 031" at a rate of 50%, and selects the reserved change scenario "No. 032" at a rate of 50%. In addition, if the special reserved which is the trigger of this lottery occurs as the third reserved, the reserve change scenario "No. 033" is selected at a rate of 50%, and the reserve change scenario "No. 034" is selected at a rate of 50%. In addition, if the special reserved which is the trigger of this lottery occurs as the second reserved, the reserve change scenario "No. 035" is selected at a rate of 100%, and if the special reserved which is the trigger of this lottery occurs as the first reserved, the reserve change scenario "No. 036" is selected at a rate of 100%.

[0245] In addition, if the reserved change scenarios of "No. 022" and "No. 024" are compared with the reserved change scenarios of "No. 012" and "No. 014", the display mode of the reserved display is the same until the target reserved is the second special reserved. Therefore, if the display mode of the reserved display is "white flashing" until the target reserved is the third special reserved, and the display mode of the reserved display when the target reserved is the second special reserved is "blue", the player will pay attention to how the display mode of the reserved display changes when the target reserved becomes the first special reserved.

[0246] In addition, if the reserved change scenarios of "No.031" and "No.033" are compared with the reserved change scenarios of "No.022", "No.024", "No.012", and "No.014", the display mode of the reserved display is the same until the target reserved is the third special reserved. Therefore, if the display mode of the reserved display is "white flashing" until the target reserved is the third special reserved, the player will pay attention to how the display mode of the reserved display changes when the target reserved becomes the second special reserved.

[0247] In addition, when the final display mode of the reserve display is "white," and the special reserve that triggered this lottery occurred as the fourth reserve, if the result of the pre-reading judgment is a "jackpot," the performance control microcomputer 121 selects the reserve change scenario "No. 041" with a probability of 70% and the reserve change scenario "No. 042" with a probability of 30%, whereas if the result of the pre-reading judgment is a "reach miss" (either SP reach miss, L reach miss, or N reach miss), the performance control microcomputer 121 selects the reserve change scenario "No. 041" with a probability of 98% and the reserve change scenario "No. 042" with a probability of 2%. In addition, when the special reserved pattern which is the trigger of this lottery occurs as the third reserved pattern, if the result of the pre-reading judgment is "jackpot", the reserved change scenario of "No. 043" is selected at a rate of 70%, and the reserved change scenario of "No. 044" is selected at a rate of 30%, while if the result of the pre-reading judgment is "reach miss", the reserved change scenario of "No. 043" is selected at a rate of 98%, and the reserved change scenario of "No. 044" is selected at a rate of 2%. In addition, when the special reserved pattern which is the trigger of this lottery occurs as the second reserved pattern, the reserved change scenario of "No. 045" is selected at a rate of 100%, whether the result of the pre-reading judgment is "jackpot" or "reach miss", and when the special reserved pattern which is the trigger of this lottery occurs as the first reserved pattern, the reserved change scenario of "No. 046" is selected at a rate of 100%, whether the result of the pre-reading judgment is "jackpot" or "reach miss".

[0248] Here, the reserved display change scenarios of "No.041", "No.043", "No.045", and "No.046" are scenarios in which the reserved display is displayed in white (normal display mode) regardless of whether the display position of the reserved display is from the position corresponding to the fourth special reserved (reserved 4) to the position corresponding to the first special reserved (reserved 1), and the reserved display remains in white (normal display mode) even if the display position of the reserved display becomes the position corresponding to the change. In contrast, the reserved display change scenarios of "No.042" and "No.044" are characteristic reserved display change scenarios in which the final display mode of the reserved display is "white" (normal display mode), but the reserved display in the special display mode is displayed from the reserved display displayed at the time of the start winning to the reserved display corresponding to the second special reserved (reserved 2).

[0249] In detail, when the reserved change scenario of "No. 042" or "No. 044" is selected, the performance control microcomputer 121 displays a reserved display of white flashing (first special display mode) as the reserved display corresponding to this target reserved until the target reserved that triggered the execution of the reserved display change performance is the third special reserved (reserved 3), and when the target reserved becomes the second special reserved (reserved 2) (when the reserved display corresponding to the target reserved is shifted from the display area corresponding to the third to the display area corresponding to the second), changes the reserved display to blue (second special display mode). Then, when the target reserved becomes the first special reserved (reserved 1) (when the reserved display corresponding to the target reserved is shifted from the display area corresponding to the second to the display area corresponding to the first), changes the reserved display to white (normal display mode), and displays the reserved display of white (normal display mode) as the icon TA during the change based on the target reserved (the change). In other words, when the reserved change scenario of "No. 042" or "No. 044" is selected, the microcomputer 121 for effect control executes a "preserved change stop effect" in which the display mode of the reserved display is changed from the special display mode to the normal display mode when shifting the reserved display from the display position corresponding to reserved 2 to the display position corresponding to reserved 1. This preserved change stop effect can give the player a sense of tension that even if the reserved display in the special display mode is displayed, it may eventually return to the normal display mode. As a result, in this embodiment, monotonous play is prevented, and an increase in interest in the game is expected. The preserved change stop effect can also be said to be an effect that demotes the display mode of the reserved display from one with a high expectation of a jackpot to one with a low expectation of a jackpot. The preserved change stop effect is an effect that gives a great surprise to players who play the game thinking that the display mode of the reserved display will not change from one with a high expectation of a jackpot to one with a low expectation of a jackpot.

[0250] As described above, the allocation rate of the reserved change scenario of "No.042" and "No.044" accompanied by the reserve change stop performance differs depending on whether the result of the pre-reading judgment is a "jackpot" or a "reach miss" (either SP reach miss, L reach miss, or N reach). Specifically, if a special reserved with the reserved display final display mode determined to be "white" in the lottery for the reserve display change performance occurs as reserve 4, if the result of the pre-reading judgment is a "jackpot", "No.042" accompanied by the reserve change stop performance is selected at a rate of 30%, and "No.041" with the reserved display display mode not changing at all is selected at a rate of 70%, while if the result of the pre-reading judgment is a "reach miss", "No.042" accompanied by the reserve change stop performance is selected at a rate of 2%, and "No.041" with the reserved display display mode not changing at all is selected at a rate of 98%. Similarly, in the case where the lottery for the reserve display change effect determines that the final display mode of the reserve display will be "white" and a special reserve is generated as reserve 3, if the result of the pre-reading judgment is a "jackpot," then "No. 044" with the reserve change stop effect will be selected 30% of the time, and "No. 043" with no change in the display mode of the reserve display will be selected 70% of the time. On the other hand, if the result of the pre-reading judgment is a "miss," then "No. 044" with the reserve change stop effect will be selected 2% of the time, and "No. 043" with no change in the display mode of the reserve display will be selected 98% of the time. In other words, when the fourth or third special reserved pattern occurs due to the start winning, and the result of the pre-reading judgment regarding the start winning is "jackpot" and the final display mode of the reserved display is determined to be "white", the reserved change stop performance is executed to a certain extent (30% in the embodiment), but when the fourth or third special reserved pattern occurs due to the start winning, and the result of the pre-reading judgment regarding the start winning is "reach miss" and the final display mode of the reserved display is determined to be "white", the reserved change stop performance is almost never executed. Therefore, in this form, the reserved change stop performance is a performance in which the reserved display change performance that displays the reserved display in a special display mode ends and the reserved display is displayed in a normal display mode, but in fact it is a performance with a high probability of winning.However, the probability of the occurrence of the reserve change cancellation effect during play is not so high as to change the display mode with the lowest probability of winning among the various display modes of the reserve display, which is white (normal display mode).

[0251] In addition, if you compare the reserved change scenarios of "No.042" and "No.044" that involve a reserved change stop performance with the reserved change scenarios of "No.012" and "No.014", the display mode of the reserved display is the same until the target reservation is the second special chart reservation, and when the target reservation becomes the first special chart reservation, the display mode of the reserved display is different in that it returns from "blue" (second special display mode) to "white" (normal display mode) or is promoted from "blue" (second special display mode) to "red" (third special display mode). Therefore, the reserved display change performance of the reserved change scenarios of "No.042" and "No.044" can be said to be a performance that ends the reserved display change performance of the reserved change scenarios of "No.012" and "No.014" midway.

[0252] Next, the lottery of the chance zone performance will be explained. The chance zone performance is a performance that can be executed over a plurality of changes from a special chart change (or change performance) based on a special chart reservation before the target reservation that triggered the execution of the chance zone performance to a special chart change (or change performance) based on a target reservation, and is a performance that changes the background image displayed on the display unit 50a from a normal background such as the daytime normal background image G102 to a different chance background (in this embodiment, a "forest background image G70" expressing a forest, see FIG. 37(B)). The performance mode in which the forest background image G70 is displayed (the performance mode in which the chance zone performance is executed) is called the chance zone. The chance zone performance is also a performance that controls the performance mode to the chance zone. The chance zone performance is an example of the second advance suggestion performance and the second notice performance. Also, the setting to the chance zone that can display the forest background image G70 (chance background) is an example of a special performance, and the setting to the normal performance mode that can display a normal background such as the daytime normal background image G102 is an example of a normal performance.

[0253] Fig. 35 is a drawing table for the chance zone effect in the non-time-saving state. When the effect control microcomputer 121 receives a start winning command (first start winning command, second start winning command, see Fig. 15) from the game control microcomputer 101 in the non-time-saving state, it determines whether or not to execute the chance zone effect based on the table shown in Fig. 35. The drawing for the chance zone effect is performed after the drawing for the reserve display change effect.

[0254] As shown in FIG. 35, whether or not to execute the chance zone presentation is selected by lottery in association with whether or not the above-mentioned hold change stop presentation is executed and the final display mode of the hold display. Specifically, in the lottery for the hold display change presentation, as shown in FIG. 35, when the pre-reading judgment result indicated by the start winning command received from the game control microcomputer 101 is "big win" and the execution of the hold change stop presentation is scheduled, the presentation control microcomputer 121 executes the chance zone presentation 99% of the time and does not execute the chance zone presentation 1% of the time. On the other hand, when the pre-reading judgment result is "big win" and the execution of the hold change stop presentation is not scheduled, if the final display mode of the hold display is a "white" display mode (normal display mode), the chance zone presentation is executed 60% of the time and the chance zone presentation is not executed 40% of the time, and if the final display mode of the hold display is a special display mode (a "white flashing", "blue", or "red" display mode), the chance zone presentation is not executed.

[0255] Also, when the result of the look-ahead determination indicated by the start winning command received from the game control microcomputer 101 is "SP reach miss" and the execution of the stable change stop effect is scheduled, the effect control microcomputer 121 executes the chance zone effect 25% of the time and does not execute the chance zone effect 75% of the time. On the other hand, when the look-ahead determination result is "SP reach miss" and the execution of the stable change stop effect is not scheduled, if the final display mode of the reserved display is a "white" display mode (normal display mode), the effect control microcomputer 121 executes the chance zone effect 15% of the time and does not execute the chance zone effect 85% of the time, and if the final display mode of the reserved display is a special display mode (a "white flashing", "blue", or "red" display mode), the chance zone effect is not executed.

[0256] In addition, when the result of the look-ahead determination indicated by the start winning command received from the game control microcomputer 101 is "L reach miss" or "N reach miss" and the execution of the stable change stop effect is scheduled, the effect control microcomputer 121 executes the chance zone effect 15% of the time and does not execute the chance zone effect 85% of the time. In contrast, when the look-ahead determination result is "L reach miss" or "N reach miss" and the execution of the stable change stop effect is not scheduled, if the final display mode of the reserved display is a "white" display mode (normal display mode), the effect control microcomputer 121 executes the chance zone effect 2% of the time and does not execute the chance zone effect 98% of the time, and if the final display mode of the reserved display is a special display mode (a "white flashing", "blue", or "red" display mode), the chance zone effect is not executed.

[0257] In this embodiment, the presentation control microcontroller 121 will not execute the chance zone presentation if the pre-reading judgment result indicated by the start winning command received from the game control microcontroller 101 is a "normal miss" (i.e., a miss where a reach is not achieved).

[0258] In this manner, in this embodiment, when the execution of the guaranteed change stop effect is scheduled, if the result of the look-ahead determination is a "jackpot", the chance zone effect is almost always executed, whereas if the result of the look-ahead determination is not a "jackpot" (if the result of the look-ahead determination is an "SP reach miss", an "L reach miss", or an "N reach miss"), the chance zone effect is rarely executed. Also, when the execution of the guaranteed change stop effect is not scheduled and the final display mode of the reserved display is "white", the execution probability of the chance zone effect is lower than when the execution of the guaranteed change stop effect is scheduled, regardless of the result of the look-ahead determination, but the tendency that the chance zone effect is easily executed if the result of the look-ahead determination is a "jackpot" and is difficult to execute if it is not a jackpot remains unchanged. Thus, the chance zone effect functions as an effect that suggests to the player that the expectation of a jackpot is high for the fluctuation based on the target reservation of the effect.

[0259] In this embodiment, the chance zone effect is executed as an effect with a higher expectation of winning a jackpot than the reserved display change effect in which the final display mode is red. Therefore, when the chance zone effect is executed, the player has a stronger expectation of winning a jackpot than when the reserved display is red.

[0260] Also, as shown in the remarks column of FIG. 35, the execution timing of the chance zone effect when the guaranteed change stop effect is not executed is the first shift of the reserved target, which is the execution trigger of the chance zone effect. In other words, it is the first time that the reserved display is shifted after the occurrence of the reserved target. In contrast, the execution timing of the chance zone effect when the guaranteed change stop effect is executed is immediately after the execution of the guaranteed change stop effect. Therefore, by executing the chance zone effect, it is possible to give a player who is disappointed that the guaranteed change stop effect has lowered his chance of winning a jackpot the joy of knowing that he may still have hope of winning a jackpot after all.

[0261] Here, when the pachinko game machine PY1 controls the performance mode to the chance zone (i.e., during the execution of the chance zone performance), it can execute the chance zone exclusive SP reach (one example of a specific performance). The chance zone exclusive SP reach is an SP reach that is not executed when the chance zone is not controlled. FIG. 36 is a lottery table for the SP reach in the non-time-saving state. In the non-time-saving state, as shown in FIG. 36, when the special chart fluctuation pattern indicated by the special chart fluctuation start command (special chart 1 fluctuation start command, special chart 2 fluctuation start command, see FIG. 13 and FIG. 14) received from the game control microcomputer 101 is "SP big win fluctuation", if the chance zone performance is not being executed (i.e., when the normal background such as the daytime normal background image G102 is displayed on the display unit 50a), the chance zone exclusive SP reach is not selected, and the common SP reach that can be executed whether the chance zone performance is being executed or not is selected at a rate of 100%. In contrast, when the chance zone presentation is being executed (i.e., when the chance background (forest background image G70) is displayed on the display unit 50a), the chance zone exclusive SP reach is selected with a 50% probability, and the common SP reach is selected with a 50% probability.

[0262] In addition, when the special chart variation pattern indicated by the special chart variation start command received from the game control microcomputer 101 is "SP miss variation", if the chance zone variation is not being executed (the normal background is being displayed), the performance control microcomputer 121 does not select the chance zone exclusive SP reach, and selects the common SP reach at a rate of 100%. On the other hand, if the chance zone variation is being executed (i.e., the chance background (forest background image G70) is being displayed), the chance zone exclusive SP reach is selected at a rate of 2%, and the common SP reach is selected at a rate of 98%.

[0263] In this way, in this form, if the fluctuation when the chance zone is set is an SP big win fluctuation, the probability that the chance zone exclusive SP reach will be executed is 50%, which is relatively high, but if it is an SP miss fluctuation, the probability that the chance zone exclusive SP reach will be executed is extremely low at 2%. Therefore, the chance zone exclusive SP reach functions as a performance with a higher chance of winning than the common SP reach.

[0264] Next, the contents of the chance zone performance, the chance zone exclusive SP reach, and the common SP reach will be specifically explained. FIG. 37 is a diagram showing a specific example of the chance zone performance. FIG. 37(A) shows a scene where the variable performance corresponding to the icon TA has ended while the daytime normal background image G102 (normal background) is displayed on the display unit 50a (the performance patterns EZ1, EZ2, EZ3 and the small patterns KZ1, KZ2, KZ3 are definitely stopped and displayed). In this scene, four special chart 1 reserved icons HA1 are displayed (four special chart 1 reserved icons have been accumulated), and the execution of the chance zone performance is determined by the pre-reading lottery when the fourth special chart 1 reserved icon occurs. In other words, the fourth special chart 1 reserved icon is the target reserved icon of the chance zone performance. The display mode of the reserved icon HA corresponding to the target reserved icon is the normal display mode (white).

[0265] When the next variable display starts from the state shown in FIG. 37(A), as shown in FIG. 37(B), each special chart 1 reserved icon HA1 is shifted to the display area next to it (one ahead). That is, the first special chart 1 reserved icon HA1 is displayed as the icon TA, and the second to fourth special chart 1 reserved icons HA1 are displayed as the first to third special chart 1 reserved icons HA1. The performance control microcomputer 121 executes the chance zone performance when the reserved icon HA corresponding to this target reservation is shifted for the first time. Specifically, the background image displayed on the display unit 50a is changed from the daytime normal background image G102 to the forest background image G70, and the zone entry image G72 including the text image of "CHANCE ZONE" is displayed in the center of the top, bottom, left, and right of the display unit 50a. The zone entry image G72 functions as a display suggesting that the chance zone performance has started (shifted to the chance zone).

[0266] Then, as shown in FIG. 37(C), the microcomputer 121 for controlling the performance displays the zone entry image G72 for a predetermined time (3 seconds in this embodiment) and then makes it invisible, displays a band image G74 including the characters "CHANCE ZONE" at the top of the display unit 50a, and displays a zone end selection image G76 at the bottom right of the display unit 50a. The band image G74 is an image for indicating that the current performance mode is the chance zone. The zone end selection image G76 is an image for indicating that a chance zone end operation (hereinafter also simply referred to as "zone end operation") for ending the chance zone and returning to the normal performance mode (the performance mode in which the normal background is displayed) is possible. That is, in this embodiment, when the chance zone is set, the player can end the chance zone at his / her own discretion and return to the normal performance mode (the mode in which the normal background is displayed). This point will be described in detail later.

[0267] 38 to 40 are diagrams showing specific examples of the chance zone exclusive SP reach. FIG. 38(A) shows a scene where a variable performance based on the reserved target that triggered the execution of the chance zone performance is started in the chance zone (while the forest background image G70 (chance background) or the like is displayed on the display unit 50a). That is, the icon TA shown in FIG. 38(A) is a reserved display related to the reserved target that triggered the execution of the chance zone performance. The display mode of the reserved icon HA corresponding to the reserved target is a normal display mode (white). Also, it is assumed that the performance control microcomputer 121 has decided to execute the SP reach exclusive to the chance zone in the variable performance based on this reserved target.

[0268] The chance zone exclusive SP reach is an SP reach that starts immediately when the display of the performance symbols EZ1, EZ2, and EZ3 starts without showing the process of the reach being established. In other words, it is an SP reach that is executed using almost the entire fluctuation time of the SP big win fluctuation. Such an SP reach is called a direct SP reach. In this embodiment, the performance control microcomputer 121 executes a battle reach in which a main character (knight) and a specific enemy character (a horse character with a horse motif) battle as a chance zone exclusive SP reach. The performance content of this chance zone exclusive SP reach can be roughly divided into a first part and a subsequent second part. The first part of the chance zone exclusive SP reach is the performance content of the growth process of the main character until he becomes a knight who can fight the enemy character (Fig. 38). On the other hand, the second part of the chance zone exclusive SP reach is the performance content of a battle scene between the grown main character and a specific enemy character (a horse character) (Fig. 39, Fig. 40). In other words, the SP reach exclusive to the chance zone is designed to allow the player to gain a deeper understanding of the main character.

[0269] Specifically, in the variable performance accompanied by the SP reach exclusively for the chance zone, as shown in FIG. 38(A)(B), as soon as the variable display of the performance symbols EZ1, EZ2, and EZ3 starts, "SP" is displayed in white letters on a solid black background. This indicates to the player that the SP reach has started. When displaying the letters "SP", the performance control microcomputer 121 displays both the left performance symbol EZ1 and the right performance symbol EZ3 as 7 symbols. This also allows the player to recognize that the performance that has started is a reach performance, since the performance symbols are reach. In this way, in the variable performance accompanied by the SP reach exclusively for the chance zone, an image suggesting the start of the SP reach (the letter image of SP) and the performance symbol in the reach state are suddenly displayed together with the start of the variable performance, without showing the process of the performance symbols EZ1, EZ2, and EZ3 becoming reach at all (FIG. 38(B)).

[0270] Next, the microcomputer 121 for controlling the performance returns to the screen displaying the forest background image G70, and displays the process of the main character growing up in the forest. That is, first, a scene in which the main character is an infant interested in a toy sword in the forest is displayed (FIG. 38(C)), and then a scene in which the main character who has grown up a little is proudly playing with the toy sword is displayed (FIG. 38(D)). Then, a scene in which the main character who has grown up to a young man is devoted to swordsmanship training in the forest is displayed (FIG. 38(E)(F)), and then a scene in which the main character grows further and becomes a fine knight is displayed (FIG. 38(G)(H)). Such a series of performances shown in FIG. 38(B)-(H) is the first part of the SP reach exclusively for the chance zone. In this embodiment, during the display of the forest background image G70, an image G78 of a mini character (a fruit character with a fruit motif) expressing a fairy living in the forest is displayed as appropriate (see FIG. 38(A), (C)-(H)). The display of this mini-character image G78 expresses that the forest in which the main character grew up is a special forest.

[0271] When the first part of the chance zone exclusive SP reach ends, the microcomputer 121 for controlling the performance starts the second part of the chance zone exclusive SP reach. In the second part of the chance zone exclusive SP reach, first, an image is displayed indicating that a battle between the main character and a specific enemy character (horse character) will start in the forest (FIG. 39(A)). After that, a battle scene between the main character and the specific enemy character (horse character) is displayed. As the battle scene, a scene in which the main character exerts a technique in the forest is displayed (FIG. 39(B)), or a scene in which a specific enemy character (horse character) exerts a technique in the forest is displayed (FIG. 39(C)). Note that this horse character is the master of the forest displayed as the background image. In other words, the performance contents of the chance zone exclusive SP reach are related to the contents of the chance zone performance (display of the forest background image G70) in both the first and second parts.

[0272] In the latter part of the chance zone exclusive SP reach, a scene in which the main character and the horse character compete against each other against a forest background image G70 is finally displayed (FIG. 40(A)), and a win / lose branch (success / fail branch) is reached. In the win / lose branch, an operation effect is displayed to encourage the operation of the normal button 40, superimposed on the scene in which the main character and the horse character compete against each other in the forest (FIG. 40(B)). If the player operates the normal button 40 within the operation effective period of this operation effect, or if the operation effective period has elapsed without the normal button 40 being operated, in the case of a chance zone exclusive SP reach based on a jackpot fluctuation, a victory effect (success effect, successful mode) showing a scene in which the main character is winning in the forest is displayed (FIG. 40(C)). Then, following the winning performance, the performance symbols EZ1, EZ2, and EZ3 are definitely stopped and displayed as a double number (a stopping mode indicating a big win) while the forest background image G70 is still displayed, and the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed as a double number (Fig. 40(D)). On the other hand, if it is a chance zone exclusive SP reach based on a miss variation, a defeat performance (failure performance, failure mode) showing a scene in which the main character is defeated in the forest is displayed (Fig. 40(E)). Then, following the defeat performance, the performance symbols EZ1, EZ2, and EZ3 are definitely stopped and displayed as a reach miss number (a stopping mode indicating a miss) while the forest background image G70 is still displayed, and the small symbols KZ1, KZ2, and KZ3 are also stopped and displayed as a miss (Fig. 40(F)).

[0273] In this manner, in this embodiment, the chance zone exclusive SP reach consisting of the front part shown in Figure 38 (B)-(H) and the rear part shown in Figure 39 and Figure 40 may be executed only when the chance zone is set. And, since this SP reach is a direct SP reach that starts from the start of the variable performance, it is possible to provide high interest in terms of the unexpectedness of the start timing of the SP reach and the fulfillment of the performance content of the SP reach, compared to a gaming machine in which the SP reach that simply performs a battle scene can be performed via the N reach.

[0274] After the chance zone exclusive SP reach is started, the band image G74 and the zone end selection image G76 are hidden even during the setting of the chance zone (FIGS. 38 to 40). The band image G74 is hidden to prevent the performance from becoming complicated. Also, the zone end selection image G76 is hidden because, as described later, after the chance zone exclusive SP reach is started, the zone end operation is impossible.

[0275] Fig. 41 is a diagram showing a specific example of a common SP reach. The common SP reach is an SP reach that is executed after the performance symbols EZ1, EZ2, and EZ3 become reaches in the variable performance and then N reaches (see Fig. 19 and Fig. 20), and is an SP reach that may be executed even if the normal performance mode (the performance mode in which the normal background is displayed on the display unit 50a) is set or the chance zone (the performance mode in which the forest background image G70 (chance background) is displayed on the display unit 50a) is set.

[0276] In this embodiment, a battle performance is performed in which the main character (knight) battles a predetermined enemy character (an enemy character other than a horse character that appears in a chance zone-only SP reach) as a common SP reach. The enemy character in the common SP reach is a character that is not related to the forest background image G70.

[0277] Specifically, in the common SP reach, first, an image is displayed indicating that a battle between the main character and a predetermined enemy character will start in a place other than the forest (FIG. 41(A)). Then, a battle scene between the main character and the predetermined enemy character is displayed. As a battle scene, a scene in which the main character attacks the predetermined enemy character is displayed (FIG. 41(B)), and a win / fail branch (success / fail branch) is reached. Then, if the common SP reach being executed is based on a jackpot fluctuation, a victory effect (success effect, success mode) indicating that the main character has won is displayed superimposed on the victory background image (FIG. 41(C)). Then, following this victory effect, the background image is basically returned to the one before the execution of the SP reach (in this example, it is returned to the daytime normal background image G102), and the performance patterns EZ1, EZ2, and EZ3 are definitely stopped and displayed with a double number (a stop mode indicating a jackpot win), and the small patterns KZ1, KZ2, and KZ3 are stopped and displayed with a double number (FIG. 41(D)).

[0278] On the other hand, if it is a common SP reach based on a failure variation, a defeat effect (failure effect, failure mode) showing that the main character has been defeated is displayed superimposed on the defeat background image (Fig. 41(E)). Then, following this defeat effect, the background image is basically returned to the one before the SP reach was executed (in this example, it is returned to the daytime normal background image G102), and the performance symbols EZ1, EZ2, and EZ3 are definitely displayed as reach failures (stop mode showing a failure), and the small symbols KZ1, KZ2, and KZ3 are displayed as failures (Fig. 41(F)).

[0279] Next, the chance zone end operation will be described with reference to Figs. 42 to 44. In this embodiment, when the chance zone is set, the player can end the chance zone by performing the chance zone end operation using the operation unit (the normal button 40 and the up, down, left, and right select keys (not shown)) except for a predetermined end operation impossible period. This function is designed to take into consideration the player's preference for the normal presentation mode (the presentation content when the normal background such as the daytime normal background image G102 is displayed) rather than the presentation content of the chance zone. In other words, even if the chance zone is set, the player does not necessarily have to continue playing in that presentation mode for some time, but can end the chance zone and return to the normal presentation mode according to his or her preference. Although not shown, the pachinko game machine PY1 is assumed to have a select key consisting of four directional keys, up, down, left, and right, near the normal button 40. The configuration of the select key may be appropriately adopted from a known configuration. The performance of the chance zone end operation is an example of a predetermined end condition.

[0280] FIG. 42 and FIG. 43 are timing charts showing the relationship between the chance zone performance, the SP reach, and the chance zone end operation. FIG. 42 shows a case where the target reservation that triggers the execution of the chance zone performance occurs as reservation 4, and then the target reservation progresses from reservation 3 to reservation 2 to reservation 1 to the corresponding change, and the chance zone exclusive SP reach is executed in the change based on the target reservation. In this case, the execution of the chance zone performance starts when the target reservation shifts to reservation 3, and the execution of the chance zone performance ends when the change based on the target reservation ends (FIG. 42(A)). In addition, the chance zone exclusive SP reach is executed together with the start of the change based on the target reservation, and the chance zone exclusive SP reach ends together with the end of the change based on the target reservation (FIG. 42(B)). In this case, the period during which the chance zone end operation is possible is the period from when the chance zone performance starts to when the chance zone exclusive SP reach starts, and during the execution of the chance zone exclusive SP reach, it becomes a period during which the chance zone end operation is impossible (FIG. 42(C)).

[0281] This is because the performance contents of the SP reach exclusive to the chance zone are related to the forest background image G70 displayed in the chance zone. In other words, when the SP reach exclusive to the chance zone is started, the performance related to the forest background image G70 is already being executed, and since it is not preferable to stop this performance midway, the chance zone end operation is made impossible.

[0282] FIG. 43 shows a case where the target reservation that triggers the execution of the chance zone performance occurs as reservation 4, and then the target reservation progresses from reservation 3 to reservation 2 to reservation 1 to the corresponding change, and a common SP reach is executed in the change based on the target reservation. In this case, the execution of the chance zone performance starts when the target reservation shifts to reservation 3, and the execution of the chance zone performance ends when the change based on the target reservation ends (FIG. 43(A)). Also, in the change based on the target reservation, the common SP reach starts after the normal change and N reach are performed, and the common SP reach ends shortly before the end of the change based on the target reservation (before the time required to display the background image according to the performance mode and to definitively stop and display the performance patterns EZ1, EZ2, and EZ3) (FIG. 43(B)). In this case, the period during which the chance zone end operation is possible is the period from when the chance zone performance starts to when the common SP reach ends (FIG. 43(C)). In other words, unlike during the execution of the chance zone-only SP reach, during the execution of the common SP reach, it is a period during which the chance zone end operation is possible.

[0283] This is because the performance content of the common SP reach is not related to the forest background image G70 displayed in the chance zone. In other words, even if the chance zone end operation is performed after the start of the common SP reach, there is no contradiction in the performance content. Therefore, in this embodiment, the chance zone end operation is possible even during the execution of the common SP reach.

[0284] Fig. 44 shows a specific example of a case where a common SP reach is executed in a change based on the target reservation that triggered the execution of the chance zone performance after the chance zone performance is executed. As shown in Fig. 44(A), the icon TA in the normal display mode is displayed as the reservation display related to the target reservation, and a forest background image G70 is displayed on the display unit 50a as the background image. In addition, a band image G74 indicating that the "chance zone" has been set and a zone end selection image G76 indicating that the chance zone end operation is possible are also displayed on the display unit 50a.

[0285] In this way, while the forest background image G70, band image G74, and zone end selection image G76 are displayed, the performance symbols EZ1, EZ2, and EZ3 reach a reach (FIG. 44(B)), and then the common SP reach starts. When the common SP reach starts, the forest background image G70 is hidden, a background image (not shown) for the common SP reach showing a scene other than a forest is displayed, and the band image G74 is also hidden, but the zone end selection image G76 continues to be displayed (FIG. 44(C)). In other words, the chance zone end operation is possible even during the execution of the common SP reach. When the common SP reach ends without the chance zone end operation being performed, as shown in FIG. 44(D), the definite stop display of the performance symbols EZ1, EZ2, and EZ3 and the small symbols KZ1, KZ2, and KZ3 is performed with the same forest background image G70 as before the execution of the common SP reach as the background image.

[0286] In contrast, if a chance zone end operation is performed during execution of the common SP reach (Figure 44 (E)) and the common SP reach ends, as shown in Figure 44 (F), the definitive stopped display of the performance patterns EZ1, EZ2, EZ3 and small patterns KZ1, KZ2, KZ3 is performed with the daytime normal background image G102 (normal background) as the background image.

[0287] Here, the chance zone end operation will be described. The chance zone end operation is an operation in which the selection cursor displayed in the zone end selection image G76 is moved from the default NO position (see FIG. 44(C)) to the YES position (see FIG. 44(D)) by operating the select key (upward key, downward key), and the selection is confirmed (determined) by operating the normal button 40. In this embodiment, the zone end selection image G76 includes a text image of "Zone end?" asking whether to end the chance zone, choice images (NO image, YES image) in the form of an answer to the question, and images of the up and down keys indicating that the selection cursor can be moved with the up and down keys. The method of the chance zone end operation can be changed as appropriate, and the display contents of the zone end selection image G76 can be changed as appropriate according to the method of the chance zone end operation.

[0288] Next, an example of a composite performance executed based on the results of the lottery for the reserved display change performance, the lottery for the chance zone performance, and the lottery for the SP reach will be described with reference to Fig. 45. Fig. 45 is a table showing the state transition of each performance element of the reserved display, background image, and reach performance when the target reservation that triggered the execution of the reserved display change performance or the chance zone performance progresses from reservation 4 to reservation 3 to reservation 2 to reservation 1 to the corresponding change (change based on the target reservation). Note that the target reservation in each performance execution example shown in Fig. 45 is a special chart reservation related to the SP change (SP big win change, SP miss change).

[0289] The "Performance Execution Example 1" shown in FIG. 45 is an example in which, when the fourth special reserved symbol occurs, it is decided to execute the reserved display change performance of the reserved change scenario No. 012 (see FIG. 34) in which the final display mode is red, it is decided not to execute the chance zone performance, and it is decided to execute the common SP reach at the start of the fluctuation based on the target reserved symbol. In this "Performance Execution Example 1", when the target reserved symbol occurs, a white flashing reserved icon HA is displayed, and when the reserved icon HA related to the target reserved symbol shifts from the position of reserved 3 to the position of reserved 2, it is changed to a blue reserved icon HA, and further, when the reserved icon HA related to the target reserved symbol shifts from the position of reserved 2 to the position of reserved 1, it is changed to a red reserved icon HA. Then, the red icon TA is also displayed as the reserved display related to the fluctuation. During this time, the normal background such as the daytime normal background image G102 is displayed as the background image. In the fluctuation performance based on the target reserved symbol, after the performance symbols EZ1, EZ2, and EZ3 are made into a reach, they are developed into a common SP reach. According to this performance execution example 1, the player gradually increases his / her sense of expectation for winning the jackpot as the white flashing reserve icon HA is displayed when the target reserve occurs, and the blue reserve icon HA is displayed when the target reserve becomes reserve 2, and finally the reserve icon HA changes to red, further increasing the sense of expectation for winning the jackpot. Note that in this embodiment, the icon TA and the reserve icon HA are not displayed during the SP reach, but the icon TA and the reserve icon HA may be configured to continue to be displayed during the SP reach.

[0290] Here, FIG. 46 is a diagram showing the display unit 50a from the occurrence of the target reservation in the performance execution example 1 until the variable performance based on the target reservation is started. As shown in FIG. 46(A)(B), the special chart 1 reservation icon HA1 of white flashing (first special display mode) is displayed as a reservation display corresponding to the fourth special chart 1 reservation while the daytime normal background image G102 (normal background) is displayed, and as shown in FIG. 46(C), even when the target reservation is reservation 3, the special chart 1 reservation icon HA1 of white flashing (first special display mode) is displayed. Then, as shown in FIG. 46(D), when the reservation display related to the target reservation is shifted from reservation 3 to reservation 2, the display mode of the special chart 1 reservation icon HA1 corresponding to the target reservation changes to blue (second special display mode), and further, as shown in FIG. 46(E), when the reservation display related to the target reservation is shifted from reservation 2 to reservation 1, the display mode of the special chart 1 reservation icon HA1 corresponding to the target reservation changes to red (third special display mode). When a change based on the reserved target starts, the icon TA is displayed in red as a reserved display related to the reserved target, as shown in Fig. 46(F). In addition, in the change based on the reserved target, the common SP reach shown in Fig. 41 is executed.

[0291] The "Performance Execution Example 2" shown in FIG. 45 is an example in which, when the fourth special reserved symbol occurs, the reserved symbol change scenario No. 041 (see FIG. 34) is determined, in which the display mode of the reserved symbol is not changed to white, and it is determined to execute the chance zone performance, the chance zone end operation is not performed during the chance zone performance, and it is determined to execute the common SP reach at the start of the variation based on the target reserved symbol. In this "Performance Execution Example 2", a white reserved symbol HA is displayed when the target reserved symbol occurs, and the display mode is not changed to white while the reserved symbol HA related to the target reserved symbol is in the reserved symbol 1 position from the reserved symbol 3 position, and even after it becomes the icon TA. On the other hand, the background image is changed from the normal background to a forest background image G70 (chance background) when the target reserved symbol becomes the third special reserved symbol (reservation 3). The forest background image G70 is displayed until the common SP reach is executed in the variation. According to this performance execution example 2, the player increases his / her expectation of winning the jackpot by executing the chance zone performance when the target reserved symbol becomes the reserved symbol 3 (reservation 3) (see FIG. 37).

[0292] The "Performance Execution Example 3" shown in FIG. 45 is an example in which, when the fourth special reserved pattern occurs, the reserved change scenario No. 041 (see FIG. 34) in which the display mode of the reserved display is not changed to white is determined, it is determined to execute the chance zone performance, the chance zone end operation is not performed during the chance zone performance, and it is determined to execute the chance zone exclusive SP reach at the start of the fluctuation based on the target reserved. In this "Performance Execution Example 3", a white reserved icon HA is displayed when the target reserved pattern occurs, and the white display mode is not changed while the reserved icon HA related to the target reserved pattern is in the position from the position of reserved pattern 3 to the position of reserved pattern 1, and even after it becomes the icon TA. On the other hand, the background image is changed from the normal background to the forest background image G70 (chance background) when the target reserved pattern becomes the third special reserved pattern (reservation 3). The forest background image G70 is displayed until the end of the fluctuation. In the fluctuation, the chance zone exclusive SP reach is executed according to the start of the fluctuation. According to this presentation execution example 3, when the target reservation becomes reservation 3, the chance zone presentation is executed, increasing the player's anticipation of winning the jackpot (see Figure 37), and the chance zone-exclusive SP reach is executed in the fluctuation based on the target reservation, further increasing the player's anticipation of winning the jackpot (see Figures 38 to 40).

[0293] The "Performance Execution Example 4" shown in FIG. 45 is an example in which, when the fourth special reserved pattern occurs, the reserved change scenario No. 041 (see FIG. 34) is determined, in which the display mode of the reserved display is not changed to white, and it is determined to execute the chance zone performance, and when the target reserved pattern is the second special reserved pattern (reservation 2), the chance zone end operation is performed, and it is determined to execute the common SP reach at the start of the fluctuation based on the target reserved pattern. In this "Performance Execution Example 4", a white reserved icon HA is displayed when the target reserved pattern occurs, and the display mode is not changed to white while the reserved icon HA related to the target reserved pattern is in the position of reserved pattern 1 from the position of reserved pattern 3, and even after it becomes the icon TA. On the other hand, the background image is changed from the normal background to the forest background image G70 (chance background) when the target reserved pattern becomes the third special reserved pattern (reservation 3). However, since the chance zone end operation is performed when the target reserved pattern is reserved pattern 2, the forest background image G70 (chance background) is returned to the normal background when the target reserved pattern becomes the first pattern (reservation 1). That is, in this embodiment, if a zone end operation is performed while the reserved target is changing from reserved 3 to reserved 1, the background is restored to the normal background at the start of the next change. Note that if a zone end operation is performed after the start of a change based on the reserved target and before the end of the common SP reach, the background image is restored to the normal background after the end of the common SP reach in the change based on the reserved target (see FIG. 44(E)(F)).

[0294] In the performance execution example 4, the normal background returned from the forest background image G70 is displayed until the common SP reach is executed in the variation based on the reserved target. According to this performance execution example 4, the player can increase the expectation of winning the jackpot by executing the chance zone performance when the reserved target becomes reserved 3, and can end the chance zone that he does not like and enjoy the variation based on the reserved target in the normal performance mode. In this respect, since the SP reach exclusively for the chance zone in this form is a performance with an extremely high expectation of winning the jackpot (FIG. 36), for players who do not like the performance with such a setting of the expectation of winning the jackpot, it is possible to eliminate the possibility that the SP reach exclusively for the chance zone is selected as the SP reach of the variation based on the reserved target by performing the chance zone end operation, and it is possible to enjoy waiting for the result of whether or not the jackpot is won in the common SP reach.

[0295] The "Performance Execution Example 5" shown in FIG. 45 is an example in which, when the fourth special reserved symbol occurs, the reserved symbol change scenario No. 042 (see FIG. 34) is determined, in which the final display mode becomes white with the reserved symbol change stop performance, it is determined to execute the chance zone performance, the chance zone end operation is not performed during the chance zone performance, and it is determined to execute the chance zone exclusive SP reach at the start of the change based on the target reserved symbol. In this "Performance Execution Example 5", the reserved symbol HA flashing white (first special display mode) is displayed when the target reserved symbol occurs, and when the reserved symbol HA related to the target reserved symbol shifts from the position of reserved symbol 3 to the position of reserved symbol 2, it is changed to the reserved symbol HA of blue (second special display mode). Up to this point, it is the same as the above-mentioned performance execution example 1. Therefore, the player gradually increases his / her expectation of winning the jackpot as the reserved symbol HA flashing white is displayed when the target reserved symbol occurs, and the reserved symbol HA of blue is displayed when the target reserved symbol becomes reserved symbol 2.

[0296] However, in this performance execution example 5, when the reserved icon HA related to the target reserved shifts from the reserved 2 position to the reserved 1 position, it is changed to a white reserved icon HA (normal display mode). In other words, the display mode of the reserved display is returned from the special display mode to the normal display mode, and the reserved display change performance is ended (the reserved change stop performance is executed). After that, the display mode of the reserved display remains white (normal display mode) until the change based on the target reserved ends.

[0297] In addition, as for the background image, a normal background such as the daytime normal background image G102 is displayed while the target reservation is from reservation 4 to reservation 2, but when the target reservation becomes reservation 1 and the reservation change stop performance is executed, the normal background is changed to the forest background image G70 (chance background) shortly thereafter. That is, in the performance execution example 5, after the reservation change stop performance is executed, the chance zone performance is executed. Therefore, the player is surprised and disappointed at the novelty of the reservation display, which was blue due to the reservation change stop performance, changing to white, which has a lower chance of winning, but soon thereafter, the chance zone performance is executed and the player begins to expect a big win again. That is, according to this embodiment, a novel performance that stirs the player's emotions can be executed.

[0298] The forest background image G70 is displayed until the end of the target reservation-based fluctuation. In the target reservation-based fluctuation, the chance zone exclusive SP reach is executed in response to the start of the fluctuation. By executing this chance zone exclusive SP reach, the player strongly expects a big win, thinking that he or she has won the big win after all, even though the reserve change stop performance has been executed.

[0299] Here, the specific performance from the occurrence of the target reservation in the performance execution example 5 to the start of the variable performance based on the target reservation is the flow shown in Fig. 46 (A) to (D) and Fig. 47. That is, as shown in Fig. 46 (A) (B), the special chart 1 reservation icon HA1 of white flashing (first special display mode) is displayed as a reservation display corresponding to the fourth special chart 1 reservation while the daytime normal background image G102 (normal background) is displayed, and as shown in Fig. 46 (C), even when the target reservation is reservation 3, the special chart 1 reservation icon HA1 of white flashing (first special display mode) is displayed. Then, as shown in Fig. 46 (D), when the reservation display related to the target reservation is shifted from reservation 3 to reservation 2, the display mode of the special chart 1 reservation icon HA1 corresponding to the target reservation changes to blue (second special display mode). Up to this point, it is the same as the performance execution example 1 described above.

[0300] However, when the reserved display related to the target reservation is shifted from reserved 2 to reserved 1, the display mode of the special chart 1 reserved icon HA1 corresponding to the target reservation changes to white (normal display mode) as shown in FIG. 47(A). That is, the reserved change stop performance is executed. At this time, a balloon image G80 with the characters "reserved change stop!" is displayed above the white special chart 1 reserved icon HA1 related to the target reservation. This balloon image G80 is an image suggesting that the reserved display change performance has been stopped. This balloon image G80 is hidden for a predetermined time (2 seconds in this embodiment), and then, while the previous target reservation is still being changed, as shown in FIG. 47(B), the background image is changed to a forest background image G70 and a zone entry image G72 is displayed. That is, the chance zone performance is executed. Then, while the forest background image G70 is displayed, a change performance based on the target reservation is started (see FIG. 47(C)), and in this change performance, a chance zone exclusive SP reach is performed (see FIG. 38 to FIG. 40).

[0301] The transition format of the display mode of the reserved display in performance execution example 1 shown in Fig. 45 (format shown in Fig. 46(A)-(F)) is an example of the first format of the reserved display change performance. Also, the transition format of the display mode of the reserved display in performance execution example 5 shown in Fig. 45 (format shown in Fig. 46(A)-(D) and Fig. 47) is an example of the second format.

[0302] Next, the prohibition of the look-ahead performance will be explained based on Fig. 48 to Fig. 50. As described above, in the pachinko game machine PY1 of this embodiment, when the left hand is being hit in the non-time-saving state, the winning of the first start hole 11 and the winning of the second start hole 12 occur (see Fig. 30). Therefore, if the winning of the first start hole 11 and the winning of the second start hole 12 occur simultaneously (the special chart 1 reserve and the special chart 2 reserve occur simultaneously), if the lottery of the reserved display change performance and the lottery of the chance zone performance are executed in the same way as when only one of the winnings occurs, various look-ahead performances will be mixed, and it may be difficult for the player to recognize which change he or she can expect. Therefore, in this embodiment, as shown in Fig. 48, the lottery of the reserved display change performance and the lottery of the chance zone performance are executed.

[0303] Specifically, when a winning entry into the first starting port 11 occurs but a winning entry into the second starting port 12 does not occur, the performance control microcomputer 121 performs a drawing for the reserve display change performance (FIGS. 33 and 34) based on the generated special chart 1 reservation, and also performs a drawing for the chance zone performance (FIG. 35) (see timing t1 shown in FIG. 48). Also, when a winning entry into the second starting port 12 occurs but a winning entry into the first starting port 11 does not occur, the performance control microcomputer 121 performs a drawing for the reserve display change performance based on the generated special chart 2 reservation, and also performs a drawing for the chance zone performance (see timing t2 shown in FIG. 48). On the other hand, when a winning entry into the first starting port 11 and a winning entry into the second starting port 12 occur simultaneously, the performance control microcomputer 121 performs only a drawing for the chance zone performance without performing a drawing for the reserve display change performance for the pre-reading performance based on the generated special chart 1 reservation. On the other hand, for the pre-reading performance based on the generated special chart 2 reservation, a lottery is performed for the reservation display change performance and then a lottery is performed for the chance zone performance (see timing t3 shown in Figure 48). In this case, the lottery for the chance zone performance based on the winning of the first starting hole 11 determines whether or not to execute the chance zone performance according to the table in which the "reserved change cancellation performance" shown in Figure 35 is not performed and the "final display mode of the reservation display" is in white.

[0304] FIG. 49 is a diagram showing an example of execution of a reserve display change performance when winning at the first start port 11 and winning at the second start port 12 occur simultaneously (when special chart 1 reserve and special chart 2 reserve occur simultaneously). FIG. 49(A) shows a situation in which two special chart 1 reserves are accumulated and no special chart 2 reserves are accumulated while the daytime normal background image G102 is displayed. In such a situation, it is assumed that winning at the first start port 11 and winning at the second start port 12 occur simultaneously. In this case, the display mode of the reserve display based on the winning at the first start port 11 is determined to be a white display mode without going through a lottery for the reserve display change performance. On the other hand, the display mode of the reserve display based on the winning at the second start port 12 is determined by a lottery for the reserve display change performance. In this example, it is assumed that it is determined that the display mode of the reserve display based on the winning at the second start port 12 is to display a red reserve icon HA from the reserve display at the time of winning.

[0305] In this case, as shown in FIG. 49(B), a white special chart 1 reservation icon HA1 is displayed as the reservation display related to the third special chart 1 reservation, and a red special chart 2 reservation icon HA2 is displayed as the reservation display related to the first special chart 2 reservation. In this form, the change of the special chart 2 is executed in priority to the change of the special chart 1. Therefore, the next change is the change related to the red special chart 2 reservation icon HA2. Therefore, the player can expect to win the jackpot by paying attention only to the change related to the red reservation display. If the red special chart 1 reservation icon HA1 was also displayed as the reservation display related to the third special chart 1 reservation, there is a concern that the player will not be able to enjoy the game by concentrating the expectation of winning the jackpot on the change related to the red special chart 2 reservation icon HA2 that is executed first. In this form, when the winning of the first start port 11 and the winning of the second start port 12 occur simultaneously (when the special chart 1 reservation and the special chart 2 reservation occur simultaneously), the reservation display change performance is not executed based on the generated special chart 1 reservation, so that the above concern can be eliminated.

[0306] In this embodiment, unless winning at the first start port 11 and winning at the second start port 12 occur simultaneously, it is possible to display a reserved display of a special display mode related to one of the start ports while displaying a reserved display of a special display mode related to the other start port. In this case, it is thought that there is little risk of confusion about the content of the presentation by understanding the meaning of the presentation one by one in the order of occurrence.

[0307] In addition, even if the winning of the first start port 11 and the winning of the second start port 12 occur at the same time, the drawing of the chance zone performance is performed for each of the winnings. In this form, if the reserve change stop performance is not performed, the chance zone performance with the special chart 2 reserve as the target reserve is performed at the first shift of the special chart 2 reserve, and the chance zone performance with the special chart 1 reserve as the target reserve is performed at the first shift of the special chart 1 reserve. Therefore, even if it is decided to execute the chance zone performance in both the drawing of the chance zone performance based on the newly generated special chart 2 reserve and the drawing of the chance zone performance based on the special chart 1 reserve, the execution of the chance zone performance based on the special chart 2 reserve ends first, and then the execution of the chance zone performance based on the special chart 1 reserve starts, so that it is considered that there is no risk that the player will be confused by the performance content and his interest in the game will decrease.

[0308] 8. Effects of the embodiment As explained in detail above, according to the pachinko game machine PY1 of this embodiment, it is possible to execute the reserve display change performance (Fig. 46) that can progress in stages and the chance zone performance (Fig. 37) as the look-ahead performance, and the reserve display change performance is sometimes executed in the first format (the format shown in Figs. 46(A)-(F)) and sometimes executed in the second format (the format shown in Figs. 46(A)-(D) and Fig. 47) that ends halfway through the first format. Therefore, even if the reserve display is displayed in a special mode (flashing white or blue), a sense of tension is generated that it may return to the normal display mode (white), which is expected to increase interest.

[0309] In addition, according to this form of pachinko game machine PY1, even when a reserve display change effect is performed in the second format accompanied by a reserve change cancellation effect, a chance zone effect may be executed after the reserve display returns to the normal display mode (white) (Figures 47 and 35), so it is possible to maintain the anticipation of winning the jackpot, and interest can be increased.

[0310] Furthermore, according to this form of pachinko game machine PY1, even if a ball lands in the first start hole 11 and the second start hole 12 at the same time, the hold display change presentation is only executed based on the ball lands in the second start hole 12 (Figures 48 and 49), which prevents the presentation from becoming complicated and prevents a decline in interest.

[0311] Furthermore, according to this form of pachinko game machine PY1, the probability of the chance zone effect being executed after the hold display change effect is higher when the display mode of the hold display (the performance mode of the hold display change effect) is not red rather than red (third special mode), which has a high expectation of a jackpot (Figures 34 and 35). Therefore, even when the hold display is displayed in flashing white (first special display mode) or blue (second special display mode), it is possible to maintain the expectation of winning the jackpot, and increased interest can be expected.

[0312] Also, according to the pachinko game machine PY1 of this embodiment, the chance zone effect is executed more frequently after the reserved display change effect when the reserved display change effect is executed in the second format (shown in Figs. 46(A)-(D) and 47) which ends midway than when the reserved display change effect is executed in the first format (shown in Figs. 46(A)-(F)) (Figs. 34 and 35). Therefore, even if the reserved display change effect ends midway in the first format, the chance zone effect can be expected to be executed, and an increase in interest in the game can be expected.

[0313] Furthermore, according to this form of pachinko game machine PY1, a chance zone-exclusive SP reach corresponding to the chance zone presentation following the pending display change presentation can be executed in conjunction with the variable presentation (announcement presentation that announces the results of the special chart lottery) (Figures 36, 38 to 40), which can suitably increase the interest in the variable presentation during the chance zone.

[0314] In addition, according to this form of pachinko game machine PY1, the player is configured to be able to end the chance zone at will by performing a chance zone ending operation. This chance zone ending operation is only possible when the chance zone-exclusive SP reach is not in progress (Figures 42 and 43), so that the player can focus his or her attention on the presentation of the chance zone-exclusive SP reach while it is in progress, and it is possible to prevent a decline in interest in the chance zone and the chance zone-exclusive SP reach.

[0315] 9.Example of changes Below, we will explain modified examples of the pachinko game machine PY1. Of course, the configurations of the modified examples may be combined as appropriate. In addition, the technical features in the above-mentioned embodiments and the following modified examples may be deleted as appropriate unless they are described as essential in this specification.

[0316] <Second embodiment> In the above-mentioned first embodiment, when the final display mode of the reserved display is determined to be white (normal display mode), a reserved change scenario (No. 42 or No. 44 shown in FIG. 34) accompanied by a reserved change stop performance can be selected. In contrast, in the pachinko game machine of the second embodiment, a reserved change scenario accompanied by a reserved change stop performance is not included. That is, as shown in FIG. 50, when the final display mode of the reserved display is determined to be white (normal display mode), the reserved icon HA is displayed in white (normal display mode) regardless of the reserved display related to any of the reserved special charts from the fourth to the first, and the icon TA is also displayed in white (normal display mode). In other words, when the final display mode of the reserved display is determined to be white (normal display mode), the reserved display change performance is not performed at all. Note that the final display mode of the reserved display is determined based on the table shown in FIG. 33 as in the first embodiment.

[0317] In the pachinko game machine of the second embodiment, the lottery for the chance zone effect following the lottery for the reserved change display effect is performed based on the table shown in FIG. 51. Specifically, as shown in FIG. 51, when the result of the pre-reading judgment is a jackpot, if the final display state of the reserved display is "white", the effect control microcomputer 121 executes the chance zone effect 65% of the time and does not execute the chance zone effect 35% of the time. If the final display state of the reserved display is "white flashing", the chance zone effect is executed 60% of the time and does not execute the chance zone effect 40% of the time. If the final display state of the reserved display is "blue", the chance zone effect is executed 55% of the time and does not execute the chance zone effect 45% of the time. If the final display state of the reserved display is "red", the chance zone effect is executed 50% of the time and does not execute the chance zone effect 50% of the time.

[0318] Furthermore, when the result of the pre-reading judgment is a SP reach miss, if the final display state of the reserved display is "white", the performance control microcomputer 121 executes the chance zone performance 15% of the time, and does not execute the chance zone performance 85% of the time. If the final display state of the reserved display is "white flashing", the chance zone performance is executed 12% of the time, and does not execute the chance zone performance 88% of the time. If the final display state of the reserved display is "blue", the chance zone performance is executed 9% of the time, and does not execute the chance zone performance 91% of the time. If the final display state of the reserved display is "red", the chance zone performance is executed 6% of the time, and does not execute the chance zone performance 94% of the time.

[0319] Furthermore, when the result of the pre-reading judgment is an L reach miss or an N reach miss, if the final display state of the reserved display is "white", the performance control microcomputer 121 executes the chance zone performance with a probability of 4% and does not execute the chance zone performance with a probability of 96%. If the final display state of the reserved display is "white flashing", the performance control microcomputer 121 executes the chance zone performance with a probability of 3% and does not execute the chance zone performance with a probability of 97%. If the final display state of the reserved display is "blue", the performance control microcomputer 121 executes the chance zone performance with a probability of 2% and does not execute the chance zone performance with a probability of 98%. If the final display state of the reserved display is "red", the performance control microcomputer 121 executes the chance zone performance with a probability of 1% and does not execute the chance zone performance with a probability of 99%.

[0320] In addition, in either case, when it is decided to execute the chance zone effect, the execution of the chance zone effect begins at the first shift of the reserved target that triggered the execution of the chance zone effect.

[0321] In this way, in the second embodiment, the chance zone presentation is more likely to be performed when the pre-reading judgment result is a jackpot than when it is a miss (SP reach miss, L reach miss, N reach miss). Also, regardless of whether the pre-reading judgment result is a jackpot, SP reach miss, L reach miss, or N reach miss, the chance zone presentation is most likely to be performed when the final display mode of the reserved display is "white" with the lowest jackpot expectation, next most likely to be performed when the final display mode of the reserved display is "white flashing" with the next lowest jackpot expectation, next most likely to be performed when the final display mode of the reserved display is "blue" with the next lowest jackpot expectation, and most difficult to be performed when the final display mode of the reserved display is "red" with the highest jackpot expectation. In other words, in this embodiment, the lower the jackpot expectation of the reserved display is, the more likely it is that the chance zone presentation with the highest jackpot expectation is performed. Therefore, even if the display mode of the pending display is one with a relatively low expectation of a big win, the player can expect the chance zone presentation to be executed, thereby reducing disappointment and increasing interest in the game.

[0322] In the second embodiment, the reserve change scenario includes a scenario (scenarios No. 32 and No. 34 shown in FIG. 50) in which the reserve display at the time of winning is in the normal display mode, and the target reserve of the reserve display change performance is changed to a special display mode before the change occurs. However, if there is a case where the display is in a special display mode, the display may be always in one of the special display modes from the time of winning. This is the same as in the first embodiment described above. In this configuration, it can be said that the execution timing of the reserve display change performance (at the time of winning) is earlier than the execution timing of the chance zone performance (when the special chart reserve shifts) (the execution timing based on the occurrence of the target reserve is earlier).

[0323] In the second embodiment, the execution ratio of the chance zone effect is varied based on the type of the final display mode of the reserved display, thereby realizing a configuration in which a display mode with a low expectation of a jackpot is more likely to be set as a chance zone than a display mode with a high expectation of a jackpot. In contrast, the setting timing of the chance zone (execution timing of the chance zone effect) is selected by lottery from among "at the time of winning", "when the target reserved is reserved 3", "when the target reserved is reserved 2", "when the target reserved is reserved 1", and "when changing based on the target reserved". In this lottery, the lottery result of the reserved change scenario is also referred to, and the timing when the display mode of the reserved display related to the target reserved has a low expectation of a jackpot is more likely to be selected when the pre-reading judgment result is a jackpot and less likely to be selected when it is a miss, thereby realizing a configuration in which a display mode with a low expectation of a jackpot is more likely to be set as a chance zone than a display mode with a high expectation. This is because the chance zone effect (high expectation advance effect) performed when the expectation of winning a jackpot is low can make the player feel a stronger sense of elation than the chance zone effect performed when the expectation is already high. Furthermore, when configured in this manner, a hold display change presentation in which the final display state of the hold display is red may be configured to be more likely to be set in the chance zone than a hold display change presentation in which the final display state of the hold display is blue or flashing white.

[0324] <Other changes> The types of pending change scenarios and the display modes of pending displays shown in the above embodiments (first and second embodiments) are merely examples, and can be changed as appropriate as long as it does not interfere with gameplay.

[0325] In the above-mentioned form, the zone end operation in the chance zone cannot be performed during the execution of the chance zone exclusive SP reach, but can be performed during the non-execution of the chance zone exclusive SP reach (FIGS. 42 and 43). In other words, the chance zone can be ended more easily by the zone end operation during the non-execution of the chance zone exclusive SP reach in the chance zone than during the execution of the chance zone exclusive SP reach in the chance zone. In contrast, the zone end operation in the chance zone may be performed only during the chance zone exclusive SP reach. Specifically, for example, the zone end operation may be accepted only during the execution period of the first part of the chance zone exclusive SP reach, which is the direct SP reach, and when the zone end operation is performed during this period, instead of the latter part of the chance zone exclusive SP reach, another SP reach (for example, the common SP reach in the above-mentioned form) with the same performance time as this latter part may be executed. Even in this configuration, the connection between the performance contents of the first part of the chance zone exclusive SP reach (the process in which the main character grows into a knight) and the performance contents of another SP reach that follows (a battle between the main character and an enemy character) is not broken. And with this configuration, it is possible to satisfy the needs of the player who wants to see the performance of the first part of the chance zone exclusive SP reach, but wants to see a battle with an enemy character different from the enemy character of the chance zone exclusive SP reach as a battle scene, and it is possible to prevent a decrease in interest in the chance zone and the chance zone exclusive SP reach. It can be said that this configuration is a configuration in which the chance zone can be ended more easily by a zone end operation during the execution of the chance zone exclusive SP reach in the chance zone than during the non-execution of the chance zone exclusive SP reach in the chance zone (a configuration in which the chance zone end condition is more easily established).

[0326] In the above embodiment, the chance zone can be ended based on a zone ending operation (the condition for ending the chance zone is that a zone ending operation is performed), but the chance zone may be ended based on the passage of a game ball through the second gate 29 that can be passed by hitting to the right (the condition for ending the chance zone is the passage of a game ball through the second gate 29). Note that the period during which the chance zone can be ended by the passage of a game ball through the second gate 29 can be set to, for example, the same period as the period during which the zone ending operation is possible in the above embodiment.

[0327] In the above embodiment, the period during which the chance zone end operation is possible may be set based on a lottery. In this case, the period during which the chance zone end operation is possible may be set less easily during the execution of the chance zone exclusive SP reach than when the chance zone exclusive SP reach is not being executed, and the period during which the chance zone end operation is possible may be set more easily during the execution of the chance zone exclusive SP reach than when the chance zone exclusive SP reach is not being executed. The lottery for setting the period during which the chance zone end operation is possible may be configured to be performed at a predetermined cycle (for example, every 20 seconds).

[0328] In the above embodiment, when a winning entry into the first start port 11 and a winning entry into the second start port 12 occur simultaneously, the hold display change presentation is not executed based on the winning entry into the first start port 11, but the chance zone presentation may be executed. In contrast, a configuration may be adopted in which neither the hold display change presentation nor the chance zone presentation is executed based on the winning entry into the first start port 11.

[0329] In the above embodiment, when the winning entry into the first start port 11 and the winning entry into the second start port 12 occur simultaneously, the lottery for the reserved display change performance based on the winning entry into the first start port 11 is not performed at all, but it is also possible to perform the lottery for the reserved display change performance based on the winning entry into the first start port 11, and then perform the reserved display change performance of this reserved change scenario only when the reserved change scenario with the reserved change stop performance is selected. This is because when this reserved change scenario is selected, the performance is more likely to be complicated than when other reserved change scenarios are selected, since it involves the novel performance of the reserved change stop performance.

[0330] Conversely, after a lottery is held for the reserved display change performance based on the winning of the first start port 11, only when a reserved change scenario with a reserved change stop performance is selected, the reserved display change performance of this reserved change scenario may be performed, and when another reserved change scenario is selected, the reserved display change performance may not be performed. This is because the reserved change scenario with the reserved change stop performance is a novel performance, and by not carrying out prohibition processing only for such a special performance, it is possible to suppress a decline in interest in the game.

[0331] Also, even if the winning of the first start port 11 and the winning of the second start port 12 occur at the same time, a lottery for the reserve display change performance based on the winning of the first start port 11 is performed, and if it is decided that the reserve display change performance in the final display mode is "white flashing" or "blue", the reserve display change performance is performed, but if it is decided that the reserve display change performance in the final display mode is "red", the reserve display change performance may not be performed. In such a configuration, it is possible to avoid a situation in which the reserve display in the special chart 1 reserve icon HA1 and the special chart 2 reserve icon HA2 includes a red reserve display, and it is possible to concentrate the player's attention on one performance with a high probability of winning, thereby increasing the interest in the game. Conversely, if it is decided that the reserve display change performance in the final display mode is "white flashing" or "blue", the reserve display change performance is not performed, but if it is decided that the reserve display change performance in the final display mode is "red", the reserve display change performance may be performed. This configuration prevents a decline in interest in the game, since it does not miss the opportunity to execute the "red" pending display change effect, which has a high expectation of a jackpot.

[0332] In addition, in the above embodiment, when a winning entry into the first start port 11 and a winning entry into the second start port 12 occur simultaneously, the execution of the hold display change presentation based on a winning entry into the first start port 11 is restricted, but if the effect of this configuration is not required, the configuration may have no such restriction at all.

[0333] In the above embodiment, the special chart 2 determination process is performed with priority over the special chart 1 determination process (the special chart 2 variable display is performed with priority over the special chart 1 variable display), but the special chart 1 determination process may be performed with priority over the special chart 2 determination process (the special chart 1 variable display is performed with priority over the special chart 2 variable display). In this case, it is preferable to make the special chart 1 lottery a lottery that is more likely to win a jackpot than the special chart 2 lottery. In this case, when a win at the first start port 11 and a win at the second start port 12 occur simultaneously, both the hold display change performance and the chance zone performance based on the win at the first start port 11 can be executed, but the hold display change performance is not executed based on the win at the second start port 12, and only the chance zone performance can be executed.

[0334] In the above embodiment, the chance zone performance is executed as a look-ahead performance (a performance that can be performed over multiple variations based on a look-ahead judgment, and a notice performance that gives hope for a big win), but the chance zone performance may be configured to be executed not as a look-ahead performance, but as a notice at the time of the variation (a performance that is performed only in that variation based on a lottery at the start of the variation, and a notice performance that gives hope for a big win). In this case, the setting of the chance zone is limited to one variation based on the special chart variation start command. Also, when executing a chance zone exclusive SP reach with a variation set in the chance zone, it is sufficient to execute the chance zone exclusive SP reach (Figures 38(B) to (H), Figure 39, Figure 40) immediately after executing a performance that suggests the setting of the chance zone (Figure 37(B)).

[0335] In addition, in the above embodiment, the hold change scenario involving the hold change cancellation performance is configured to have only a scenario in which the display mode of the hold display immediately returns from blue (second special display mode) to white (normal display mode), but in addition to or instead of this scenario, it may be configured to have a scenario in which the blue (second special display mode) hold display temporarily drops by one rank to a flashing white (first special display mode) hold display and then returns to a white (normal display mode) hold display (ending the hold display change performance).

[0336] In the above embodiment, the selection ratio of each lottery can be changed as appropriate within the range that does not interfere with the game. For example, the performance that has a distribution rate of 0% (a configuration that is never executed) in the above embodiment may be configured to be executed with a small probability (for example, about 1%) as long as the role of the performance is not hindered.

[0337] In addition, in the above embodiment, the configuration may be such that a chance zone exclusive SP reach can be performed only when a stable change stop performance is performed.

[0338] In the above embodiment, the reserved display change effect and the chance zone effect are performed during the non-time-saving state, but the game state in which these effects are performed is not limited to the non-time-saving state. In the above embodiment, the normal effect mode in which the normal background such as the daytime normal background image G102 is displayed corresponds to the "normal effect", but if the reserved display change effect and the chance zone effect are performed in the high probability state or the time-saving state, the normal effect corresponds to the high probability effect mode in which the high probability effect background image G105 is displayed, or the time-saving effect mode in which the time-saving background image G106 is displayed.

[0339] In addition, in the above-mentioned form, the chance zone presentation has a higher probability of winning than the red (third special display mode) pending display, but the probability of winning for both may be the same or may be the opposite to the above-mentioned form.

[0340] In addition, in the above-mentioned embodiment, the content of each performance can be changed as appropriate within the scope that does not impair the function of that performance.

[0341] In the above embodiment, the hold display change effect in which the display mode of the hold display (hold icon HA, the icon TA) can be gradually changed and the chance zone effect in which the effect mode is set to the chance zone are configured to be executable over multiple changes as pre-reading effects based on pre-reading judgment, and the hold display change effect corresponds to the first advance suggestion effect or the first notice effect, and the chance zone effect corresponds to the second advance suggestion effect or the second notice effect. However, the type of the effect of the first advance suggestion effect or the first notice effect may be other than the hold display change effect, and the type of the effect of the second advance suggestion effect or the second notice effect may be other than the chance zone effect. For example, the image change effect in which a predetermined image such as a background image is gradually changed, and the stock effect in which a suggestion icon suggesting the type of effect to be executed are displayed may be configured to be executable over multiple changes as pre-reading effects based on pre-reading judgment. In this case, the image change effect corresponds to the first advance suggestion effect or the first notice effect, and the stock effect corresponds to the second advance suggestion effect or the second notice effect. As an example of the image change effect, a background change effect may be executed in which various special backgrounds (backgrounds different from the normal background) in which the relationship of the jackpot expectation degree is "first special background < second special background < third special background" are changed in sequence from the first special background to the second special background to the third special background from the occurrence of the target reservation to the end of the change based on the target reservation. As an example of the stock effect, an effect may be executed in which a suggestion icon suggesting that a special operation effect in which the special button 41 is operated will occur in the change based on the target reservation is displayed on the display unit 50a before the change based on the target reservation starts. The jackpot expectation degree of the stock effect may be higher than the jackpot expectation degree of the third special background being displayed. In addition, the background change effect may have a pattern (format) in which the second special background is displayed and then the normal background is returned to, and when this pattern is executed, the stock effect may be executed with a higher probability than when the background change effect is executed in other patterns after returning from the special background to the normal background. The special operation effect suggested to be executed by the stock effect is an example of a specific effect. In addition, the type of effect suggested to be executed by the stock effect can be changed as appropriate.

[0342] In addition, when the image change performance as described above is configured to be executable, the image change performance may be configured to be executed not as a "pre-reading performance" but as a "notice at the time of the change in question." In addition, when the stock performance as described above is configured to be executable, the stock performance may be configured to be executed not as a "pre-reading performance" but as a "notice at the time of the change in question."

[0343] In addition, in the above embodiment, a first starting hole 11 (fixed starting hole) in which the ease with which the game ball can enter does not change, and a second starting hole 12 (variable starting hole, starting hole associated with the electric chute 12D) in which the ease with which the game ball can enter can be changed are provided, but only one of them may be provided.

[0344] In the above embodiment, the present invention is applied to a pachinko game machine, but it can also be applied to other pinball game machines such as an arrange ball machine and a mahjong ball game machine. When the present invention is applied to a pachinko game machine, the game characteristics of the game machine can be changed as appropriate within a range that does not interfere with the game. In other words, the present invention can be appropriately adopted in so-called pattern probability change machines (game machines in which a transition to a high probability state is determined based on the type of winning pattern), so-called V-certain machines (game machines that control a high probability state based on the passage of a specific area (V area) in a large prize winning port), so-called probability change loop type game machines (game machines that, once controlled to a high probability state, continue to be controlled to a high probability state until the start of the next big win game), so-called ST machines (game machines with a limited number of probability changes), so-called type 1 and type 2 mixed machines, and swing-type game machines, etc., as long as it does not interfere with the game. The present invention may also be applied to gaming machines of the type that do not have a lower tray 35 or the like and in which gaming balls enclosed within the gaming machine circulate (so-called enclosed gaming machines, circulating gaming machines, managed gaming machines, smart pachinko machines).

[0345] In the above embodiment, the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner in approximately synchronization with the variable display of the special symbols. However, instead of being configured with three symbols like the small symbols KZ1, KZ2, and KZ3, they may be configured with symbols other than three, such as two. For example, two symbols may be provided, one for the special symbol 1 and the other for the special symbol 2. Also, one common symbol may be provided for the special symbol 1 and the special symbol 2. In these cases, the display may be displayed on the display unit 50a of the image display device 50, and the sub-control board 120 may control it. Also, an LED device that displays the symbols may be provided in an area other than the play area 6 of the game board 1. In this case, the LED device may be controlled by the main control board 100 or the sub-control board 120.

[0346] In the above embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub-control board 120 performs basic control related to the progress of the presentation according to the progress of the game (game control), so that the game control and the presentation control are performed by different boards, but they may be configured to be performed by one board. In this case, the image control board 140 may be included in that one board, or may be provided separately from that one board.

[0347] In addition, when it is said that a "state advantageous to the player (advantageous game state, advantageous state, or special game state)" is used, not all jackpot game states may be configured to correspond to this. For example, a jackpot game state that is to be controlled to a high probability state afterwards may be configured to correspond to a "state advantageous to the player", or a jackpot game state in which a relatively large number of prize balls can be obtained, such as 10R, may be configured to correspond to a "state advantageous to the player". In addition, the "state advantageous to the player" may not refer to a jackpot game state, but may refer to a small win game state (a state in which a small win game is being executed), or may refer to a high probability state or a high base state (a time-saving state). In a gaming machine equipped with a two-type jackpot, a series of game states including a small win game state and a jackpot game state based on the passage of a game ball into the specific area 16 in the small win game state may be configured to be advantageous to the player. Furthermore, if the "state advantageous to the player" refers to a high probability state or a high base state (time-saving state), the various effects that create anticipation of entering a "state advantageous to the player" are not limited to effects during the chan...

Claims

[Claim 1] A first determination means for making a first determination as to whether or not to put a player in an advantageous position based on whether the ball has entered a first entrance or a second entrance different from the first entrance; a second determination means for making a second determination as to whether the advantageous state will be established before the first determination when the ball has entered the game; A performance control means capable of controlling the performance, The performance control means A first-prediction suggestion effect that can be executed based on the result of the second determination and can progress in stages, and a second-prediction suggestion effect that is different from the first-prediction suggestion effect, can be executed; The first suggestion performance may be performed in a first format or in a second format that ends halfway through the first format. When the format of the first advance suggestion performance to be executed is determined to be the first format, it is possible to display an icon displayed in a predetermined display area in a first special format in which the probability of achieving the advantageous state is higher than in a normal format, and then to display the icon in a second special format in which the probability of achieving the advantageous state is higher than in the first special format, When the format of the first advance suggestion performance to be executed is determined to be the second format, the icon displayed in the predetermined display area can be displayed in the first special format, and then displayed in the normal format without being displayed in the second special format, When the first-precedent suggestion effect of the second type is executed, the second-precedent suggestion effect can be executed after the first-precedent suggestion effect is executed, When the first-precedent suggestion effect of the second type is executed, the second-precedent suggestion effect is more likely to be executed than when the first-precedent suggestion effect is not executed, A gaming machine characterized in that, when a ball enters the first ball entrance and a ball enters the second ball entrance simultaneously, the first-precedence suggestion effect relating to the ball entering the first ball entrance is not executed, but the first-precedence suggestion effect relating to the ball entering the second ball entrance is executed.