Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-03-29
- Publication Date
- 2026-06-04
AI Technical Summary
Existing pachinko game machines lack sufficient entertainment value in the presentation of decorative patterns that suggest subsequent game developments, limiting player engagement.
The gaming machine includes specific decorative patterns with a non-specific mode where the number of specific patterns is increased, and execution of predetermined performances is restricted in variable performances with specific patterns, enhancing player interest through varied and engaging gameplay.
This approach improves player engagement by providing more dynamic and unpredictable gameplay experiences, increasing the entertainment value of the game.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, as an example of a gaming machine, a pachinko gaming machine has been known in which, as described in Patent Document 1 below, after the left, center, and right performance patterns (decorative patterns) are displayed in a varying manner to indicate the result of a determination of whether or not there is a jackpot, the center performance pattern may temporarily stop on a special performance pattern that suggests the subsequent performance development (for example, the type of enemy character in a battle reach that is the development destination). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7054189 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the presentation technique of suggesting the subsequent development of a performance by stopping a special performance pattern, as described in Patent Document 1 above, is now commonly seen, and there is still room for improvement in order to provide players with an exciting presentation using the performance patterns. [Means for solving the problem]
[0005] The gaming machine of the present invention is The decorative pattern displayed in the variable performance includes a specific decorative pattern that suggests that the variable performance is likely to produce a non-specific result, The number of the specific decorative symbols included in the decorative symbols can be set to a non-specific decorative mode in which the number is greater than that of a specific decorative mode; This gaming machine is characterized in that when a variable presentation in which a reach is formed with the specific decorative pattern is executed in the non-specific presentation mode, the execution of a predetermined pre-reading presentation based on the result of a pre-reading judgment is restricted. 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. 1 is a front view of a basic type of pachinko gaming machine. [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. [Diagram 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] 1 is a jackpot symbol type determination table for the pachinko gaming machine of the first embodiment. [Diagram 31] This is a table for determining the variation pattern of special chart 2 in a high probability, high base game state. [Diagram 32] (A) is a table for explaining the performance symbols in the first probability variation performance mode. (B) is a table for explaining the performance symbols in the second probability variation performance mode. [Diagram 33] A figure showing a specific example of a performance pattern in the first probability change performance mode. [Diagram 34] A figure showing a specific example of a performance pattern in the second probability change performance mode. [Diagram 35] (A) A reach symbol determination table in the first probability variation presentation mode. (B) A reach symbol determination table in the second probability variation presentation mode. [Diagram 36] This is a special chart 2 pre-reading judgment table in a high probability high base game state. [Figure 37] This is a lottery table for a chance zone presentation in a high-probability, high-base gaming state. [Figure 38] This is a diagram showing a specific example of a variable presentation in a high probability, high base gaming state, and shows the process up to when a reach is formed. [Figure 39] FIG. 13 is a diagram showing a specific example of a battle reach in which an ally character performs a preemptive attack. [Diagram 40] FIG. 13 is a diagram showing a specific example of a battle reach in which a normal enemy character performs an attack. [Diagram 41] FIG. 13 is a diagram showing a specific example of a battle reach in which an ally character performs a counter attack against an attack by a normal enemy character. [Diagram 42] 13A and 13B are diagrams showing specific examples of battle reaches in which a formidable enemy character makes an attack. [Diagram 43] 13A and 13B are diagrams showing a specific example of a battle reach in which an ally character performs a counter attack against an attack by a formidable enemy character. [Diagram 44] A figure showing a specific example of a chance zone presentation. [Diagram 45] This is a diagram showing a specific example of a chance zone presentation, and is a continuation of Figure 44. [Diagram 46] This is a special chart 1 fluctuation pattern determination table in a low probability low base game state for a pachinko game machine of the second embodiment. [Figure 47] This is a variable presentation pattern determination table for special chart 1 in a low probability, low base game state. [Figure 48]This is a lottery table for executing a reach-established challenge performance. [Figure 49] A figure showing a specific example of a reach-achievement challenge presentation. [Figure 50] FIG. 49 is a diagram showing a specific example of a reach-achievement challenge presentation, and is a continuation of FIG. 49. [Figure 51] A figure showing a specific example of a development effect that is performed when a reach is formed in a variable effect and develops into a battle effect. [Figure 52] FIG. 13 is a diagram showing a specific example of a battle presentation in which an untransformed main character battles enemy character A. [Figure 53] FIG. 13 is a diagram showing a specific example of a battle presentation in which an untransformed main character battles enemy character B. [Figure 54] FIG. 13 is a diagram showing a specific example of a battle production in which a transformed main character battles enemy character X. [Figure 55] 13A and 13B are diagrams showing a specific example of a battle production in which a transformed main character and enemy character Y battle each other. [Figure 56] FIG. 11 is a front view of a game board unit for a pachinko gaming machine according to a third embodiment. [Figure 57] Various tables relating to normal symbols in the pachinko game machine of the third embodiment, (A) being a hit determination table, (B) being an auxiliary game control table, (C) being a normal symbol fluctuation pattern determination table, and (D) being a normal symbol pre-reading determination table. [Figure 58] FIG. 13 is a diagram showing a specific example of a roulette presentation based on a normal symbol lottery. [Figure 59] This is a table for determining the fluctuation pattern of special chart 1 in a low-probability, non-time-saving state. [Figure 60] This is a special chart 1 pre-reading judgment table in a low probability non-time-saving state. [Figure 61] This is a lottery table for determining whether or not a character gathering performance will be performed based on a pre-reading judgment. [Figure 62] This is a gathering character number determination table for determining the number of characters to be gathered in a character gathering performance. [Figure 63] This is a lottery table for executing a roulette effect based on a special symbol lottery. [Figure 64] 13A to 13C are diagrams showing specific examples of roulette presentations based on special symbol lottery. [Figure 65] This is a table to explain the prohibitions on roulette presentation in a low-probability, non-time-saving state. [Figure 66] FIG. 13 is a diagram showing a specific example of a character gathering effect. [Figure 67] This figure shows a specific example of a character preview performance using characters gathered in a character gathering performance, and the introductory part of an SP reach. [Figure 68] A figure showing a specific example of the third SP reach (ballet dance reach). [Figure 69] A figure showing a specific example of a second SP reach (cooperative valley reach). [Figure 70] A figure showing a specific example of a first SP reach (one-person valley reach). 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 or components that perform the same role are given the same reference numerals, and duplicated descriptions 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] In this specification, the gaming machine will first be described as a pachinko gaming machine PY1 of a basic form with a conventional general configuration, and then the characteristic configuration (characteristic parts) will be described as a pachinko gaming machine of the nth embodiment (n is an integer of 1 or more) focusing on changes from the pachinko gaming machine PY1 of the basic form. For this reason, the configuration described before the section "7. Pachinko gaming machine of the first embodiment" may also be described in the section "7. Pachinko gaming machine of the first embodiment" and thereafter, but in this case, the pachinko gaming machine of each embodiment is considered to be configured as described in the section "7. Pachinko gaming machine of the first embodiment" and thereafter.
[0010] 1. Structure of the gaming machine First, the structure of the pachinko game machine PY1 in the basic form will be described with reference to Figures 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. Also, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.
[0011] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes 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.
[0012] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0013] 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.
[0014] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed by protruding forward from the upper part of the surface of the front frame 23m. The speaker 52 is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front of the lower decorative body 36. Furthermore, a movable frame movable device 58 is attached to the upper side of the left and right edges of the front frame 23m as a performance device for the purpose of increasing the interest in the game. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.
[0015] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.
[0016] Next, the game board unit YU will be described mainly with reference to Figs. 2 to 5. The game board unit YU has a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.
[0017] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and the other area by the inner wall portion 1B and the outer wall portion 1C.
[0018] The 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.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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."
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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.
[0040] 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.
[0041] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then stopped. The stopped special chart (stopped special chart, special pattern derived and displayed as a display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot 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.
[0042] 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.
[0043] 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.
[0044] 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."
[0045] 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.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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).
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.).
[0057] 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.
[0058] 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.
[0059] As shown in Fig. 6, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0060] The game ROM 103 stores programs for performing 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] 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.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] 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).
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] 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.
[0083] 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.).
[0084] 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.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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.
[0093] 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. In the description that follows "7. Pachinko gaming machine of the first embodiment" below, when a table other than the tables shown in Figures 10 to 17 is shown, it is assumed that the table is used in the pachinko gaming machine of each embodiment, and for configurations that do not show a different table, it is assumed that the table shown here is used.
[0094] 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."
[0095] 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.
[0096] 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.
[0097] 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.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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), 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 jackpot judgments. The symbol type random numbers are random numbers for making jackpot symbol type judgments (win symbol type judgments). The reach random numbers are random numbers for making reach judgments. The special symbol change pattern random numbers are random numbers for making special symbol change pattern judgments. The random numbers are also called judgment information. An appropriate range is set for each random number.
[0107] 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).
[0108] 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.
[0109] 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.
[0110] 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.
[0111] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, the determination value of the symbol type random number (symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 determines the type of the jackpot symbol by determining the acquired 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 symbol type random number value is appropriately assigned to various jackpot symbols. The allocation rate of the jackpot symbol type can be changed as appropriate. Also, the types of jackpot symbols can be increased or decreased as appropriate.
[0112] 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, it is possible to configure the configuration so that the type of the small prize pattern is 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 pattern type random number, similar to the determination of the type of the jackpot pattern.
[0113] 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.
[0114] 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.
[0115] 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".
[0116] 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.
[0117] 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).
[0118] 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.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.
[0123] 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.
[0124] 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 big win 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 big win in the big win judgment, a judgment of which big win symbol type the symbol type random number is determined to be in the big win symbol type judgment, and a judgment of which special symbol variation pattern the special symbol variation pattern random number is determined to be 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.
[0125] 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).
[0126] 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.
[0127] 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)."
[0128] 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.
[0129] 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.
[0130] 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.
[0131] 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.
[0132] 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".
[0133] 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 after "7. Pachinko Game Machine of the First Embodiment" described later, it is assumed that the operation mode is adopted in the pachinko game machine of each embodiment.
[0134] 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".
[0135] 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] 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.
[0141] 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.
[0142] 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.
[0143] 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.
[0144] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0145] 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.
[0146] 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.
[0147] 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 can indicate 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 the condition that the special chart variation presentation is performed once or multiple times without winning a jackpot. In the first to third normal performance modes, before the reach is established in the special chart variation performance, any 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, but after the reach is established, a dedicated background image according to the type of reach may be displayed on the display unit 50a. Also, a special performance mode that is set only in the "high probability low base game state" may be provided.
[0148] The probability variation 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 representing space (probability variation background image G105) is displayed on the display unit 50a. In the probability variation presentation mode, before a reach is established in the special chart variation presentation, the probability variation background image G105 is displayed on the display unit 50a, but after the reach is established, a dedicated background image according to the type of reach may be displayed on the display unit 50a.
[0149] 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. In the time-saving presentation mode, before a reach is established in the special chart variation presentation, the time-saving background image G106 is displayed on the display unit 50a, but after the reach is established, a dedicated background image according to the type of reach may be displayed on the display unit 50a.
[0150] 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.
[0151] The types of presentation modes can be changed or added as appropriate.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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. In addition, the performance patterns are also called decorative patterns or ornamental patterns.
[0157] 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.
[0158] 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.
[0159] 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.
[0160] In the N reach, as shown in FIG. 20(A), the reach is maintained for a predetermined time, and as shown in FIG. 20(B), the speed of change of the middle performance symbol EZ2 gradually slows down. Then, when the special symbol change pattern of the variable display of the special symbol is, for example, "N miss change", the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stop mode (so-called barake eyes) that suggests a miss, as shown in FIG. 20(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a stop mode that suggests a miss. On the other hand, when the special symbol change pattern of the variable display of the special symbol is, for example, "N big win change", as shown in FIG. 20(C-2), the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a stop mode that suggests a big win (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] 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.
[0166] 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.
[0167] 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.
[0168] 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.
[0169] 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.
[0170] 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".
[0171] 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.
[0172] 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.
[0173] 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.
[0174] 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.
[0175] 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.
[0176] 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.
[0177] 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.
[0178] 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.
[0179] 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.
[0180] [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.
[0181] 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.
[0182] 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.
[0183] 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).
[0184] [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.
[0185] 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)).
[0186] 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.
[0187] 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.
[0188] 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.
[0189] 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.
[0190] 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).
[0191] [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.
[0192] 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.
[0193] 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.
[0194] In the second start hole sensor process, it is determined whether or not the game ball is detected by the second start hole sensor 12a. When it is determined that the game ball is detected, a special pattern 2 related random number consisting of a special pattern random number counter, a 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.
[0195] 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 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.
[0196] 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.
[0197] 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.
[0198] 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.
[0199] In the outlet sensor process, it is determined whether or not a gaming ball has been detected by the outlet sensor.
[0200] [2-2. Normal operation process] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0201] 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.
[0202] 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.
[0203] 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.
[0204] 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.
[0205] [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.
[0206] [2-3-1. Special pattern waiting process] The special symbol standby process is a process that is performed during standby when the special symbol is not being displayed variably, not in a jackpot game state. In the special symbol standby process, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed based on the special symbol 2 related random number stored in the special symbol 2 reserved memory unit 105b, and a special symbol 2 reserved memory unit shift process is performed. In addition, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed based on the special symbol 1 related random number stored in the special symbol 1 reserved memory unit 105a, and a special symbol 1 reserved memory unit shift process is performed.
[0207] 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 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 is generated that indicates the determined jackpot pattern type. Also, if the result of the jackpot determination is a miss, a pattern designation command that indicates 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.
[0208] 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.
[0209] 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.
[0210] 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 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 is generated that indicates the determined jackpot pattern type. Also, if the result of the jackpot determination is a miss, a pattern designation command that indicates 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.
[0211] 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.
[0212] 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.
[0213] 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.
[0214] [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.
[0215] [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.
[0216] [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.
[0217] [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.
[0218] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.
[0219] 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 Figures 27 to 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.
[0220] [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.
[0221] 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.
[0222] 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.
[0223] 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).
[0224] 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).
[0225] [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.
[0226] In the input process, the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, is detected, and commands are set and performance data is created according to the detection result. In the light emission data output process, based on the performance data created in the input process or the performance data creation process described later, the light emission data is output to the lamp control circuit 151 so as to light up lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the performance by the image. In other words, the performance control microcomputer 121 causes the frame lamp 53 and the board lamp 54 to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, the drive data is output so as to perform a movable body performance in which the movable devices 55, 56, 58, etc. are operated at a predetermined timing based on the performance data created in the input process or the performance data creation process described later. In other words, the performance control microcomputer 121 performs a movable body performance in which the movable devices 55, 56, 58, etc. are operated in a predetermined operation mode according to the drive data. In the watchdog timer process, the reset setting of the watchdog timer is performed.
[0227] [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).
[0228] 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.
[0229] 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 pattern change effect corresponding to the selected sub-change pattern. The process flow for realizing such an effect is basically the same for other effects such as big win game effects, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the change, and effects related to normal patterns.
[0230] 7. Pachinko gaming machine of the first embodiment 7-1. Configuration of the first embodiment The following is a detailed explanation of the pachinko game machine PZ1 of the first embodiment having a characteristic configuration, focusing on the differences from the pachinko game machine PY1 of the basic form described above. The pachinko game machine PZ1 of the first embodiment is a so-called V-variable machine that can control the game state after the end of the jackpot game to a high probability state based on the game ball passing through the specific area 16 in the second big winning port 15 during the jackpot game.
[0231] First, the jackpot game that the pachinko game machine PZ1 can execute will be described. When the game control microcomputer 101 of the pachinko game machine PZ1 determines that a jackpot has been won in the special drawing, it determines the type of jackpot symbol (jackpot symbol 1 to 4) based on the jackpot symbol type determination table shown in Figure 30, and can execute the jackpot game (jackpot game 1 to 4) according to the type of jackpot symbol.
[0232] As shown in FIG. 30, the game control microcomputer 101 can determine either "jackpot pattern 1" or "jackpot pattern 2" in the jackpot pattern type determination in the special pattern 1 determination process (special pattern determination process based on winning the first starting hole 11). More specifically, the game control microcomputer 101 determines "jackpot pattern 1" at a rate of 55% and "jackpot pattern 2" at a rate of 45%. Also, the game control microcomputer 101 can determine either "jackpot pattern 3" or "jackpot pattern 4" in the jackpot pattern type determination in the special pattern 2 determination process (special pattern determination process based on winning the second starting hole 12). More specifically, the game control microcomputer 101 determines "jackpot pattern 3" at a rate of 80% and "jackpot pattern 4" at a rate of 20%.
[0233] Then, the game control microcomputer 101 executes a jackpot game according to the type of the determined jackpot symbol. Specifically, in the "jackpot game 1" executed when the "jackpot symbol 1" is determined, and in the "jackpot game 3" executed when the "jackpot symbol 3" is determined, 10 rounds of play are played. Then, from the 1st round to the 9th round, the first jackpot winning hole 14 is opened for a maximum of 29.5 seconds per round, and in the 10th round, the second jackpot winning hole 15 is opened for a maximum of 29.5 seconds.
[0234] In addition, in the "jackpot game 2" which is executed when the "jackpot symbol 2" is determined, and in the "jackpot game 4" which is executed when the "jackpot symbol 4" is determined, 10 rounds of play are played. In the 1st round to the 9th round, the first large prize winning hole 14 is opened for a maximum of 29.5 seconds per round, and in the 10th round, the second large prize winning hole 15 is opened for a maximum of 0.1 seconds. In the 10th round of the jackpot game 2 and the jackpot game 4, the opening time of the large prize winning hole is extremely short, and it is not realistically possible to win a prize in the large prize winning hole. In other words, the actual number of rounds of play in the jackpot game 2 and the jackpot game 4 is 9.
[0235] Therefore, it can be said that "jackpot game 1" and "jackpot game 3", which have an actual number of rounds of play of 10, are jackpot games that are more advantageous to the player than "jackpot game 2" and "jackpot game 4", which have an actual number of rounds of play of 9, and the jackpot game state in which "jackpot game 1" and "jackpot game 3" are played is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 2" and "jackpot game 4" are played.
[0236] In this embodiment, if 10 game balls enter the first large prize opening 14 before the opening time of the first large prize opening 14 reaches 29.5 seconds, the first large prize opening 14 is closed, and if 10 game balls enter the second large prize opening 15 before the opening time of the second large prize opening 15 reaches 29.5 seconds, the second large prize opening 15 is closed. In addition, in any of "Big Win Game 1", "Big Win Game 2", "Big Win Game 3", and "Big Win Game 4", the second large prize opening 15 is opened in the 10th round of round play. In "Big Win Game 1" and "Big Win Game 3", when a predetermined number of game balls (for example, 6 balls) enter the second large prize opening 15, the distribution member 16k changes from the first state to the second state, and the passage of the game balls to the specific area 16 is permitted. The time during which the distribution member 16k is in the second state is sufficient for the game ball to pass through the specific area 16 (for example, about 3000 ms). On the other hand, in "jackpot game 2" and "jackpot game 4", the distribution member 16k does not change from the first state to the second state, and the game ball is not allowed to pass through the specific area 16. In other words, in "jackpot game 1" and "jackpot game 3", the game ball actually passes through the specific area 16, and in "jackpot game 2" and "jackpot game 4", the game ball does not actually pass through the specific area 16 (see FIG. 3). In any jackpot game, the distribution member 16k may be controlled to the second state for an extremely short time (for example, about 1 ms, a time during which the game ball hardly passes through the specific area 16) when a predetermined number of game balls (for example, one ball) enter the game ball in the 10th round of the round game.
[0237] Next, the game state that the game control microcomputer 101 can control will be described. The game control microcomputer 101 sets the game state after the jackpot game to a time-saving state (high base state) regardless of whether the jackpot game is executed, "jackpot game 1", "jackpot game 2", "jackpot game 3", or "jackpot game 4". In addition, if the game ball passes through the specific area 16 in the jackpot game state, the game state is set to a high probability state. As described above, in "jackpot game 1" and "jackpot game 3", the game ball practically passes through the specific area 16, so the high probability state is set after the jackpot game state in which the jackpot game is executed, "jackpot game 1" or "jackpot game 3". On the other hand, in "jackpot game 2" and "jackpot game 4", since the game ball does not actually pass through the specific area 16, a high probability state is not set (a normal probability state is set) after the jackpot game state in which either the "jackpot game 2" or the "jackpot game 4" is executed.
[0238] In other words, the game control microcomputer 101 controls the game to a high probability high base game state (high probability state and time-saving state) after "jackpot game 1" or "jackpot game 3", and controls the game to a low probability high base game state (normal probability state and time-saving state) after "jackpot game 2" or "jackpot game 4". In this embodiment, the "high probability high base game state" can be continued until the next jackpot game is executed. On the other hand, the "low probability high base game state" can be continued until the number of times the special chart is variable displayed reaches 100 times (a predetermined upper limit number of times).
[0239] Therefore, it can be said that "jackpot game 1" or "jackpot game 3", which is scheduled to have a high probability state set thereafter, is a jackpot game that is more advantageous to the player than "jackpot game 2" or "jackpot game 4", which is not scheduled to have a high probability state set thereafter. Also, it can be said that the jackpot game state in which "jackpot game 1" or "jackpot game 3" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game 2" or "jackpot game 4" is executed.
[0240] In addition, the jackpot gaming state can be said to be a gaming state that is more advantageous to the player than the normal gaming state, regardless of the type of jackpot symbol. Also, the "high probability high base gaming state," which is one of the high probability states, can be said to be a gaming state that is more advantageous to the player than the "low probability high base gaming state," which is one of the normal probability states. In this specification, a gaming state that is advantageous to the player is also referred to as an advantageous gaming state or advantageous state.
[0241] Next, the special chart variation pattern determination for the special chart 2 in the high probability high base game state will be described. In the special chart variation pattern determination for the special chart 2 in the high probability high base game state, the game control microcomputer 101 determines the special chart 2 variation pattern using the special chart 2 variation pattern determination table shown in FIG.
[0242] In the special chart 2 variation pattern determination process when the high probability high base game state is set, the game control microcomputer 101 determines the special chart 2 variation pattern based on the result of the jackpot determination, the result of the jackpot symbol type determination, the result of the reach determination, and the special chart variation pattern random number performed in the special chart 2 determination process. More specifically, as shown in FIG. 31, when the result of the jackpot determination is "jackpot", if the result of the jackpot symbol type determination is "jackpot symbol 3", the game control microcomputer 101 selects "THP001" at a rate of 55%, "THP002" at a rate of 35%, and "THP003" at a rate of 10% as the special chart 2 variation pattern.
[0243] In addition, when the result of the jackpot determination is "jackpot", if the result of the jackpot pattern type determination is "jackpot pattern 4", the game control microcomputer 101 selects "THP004" as the special chart 2 variation pattern with a probability of 15% and selects "THP005" with a probability of 85%.
[0244] In addition, when the result of the jackpot determination is not "jackpot" and the result of the reach determination is "reach", the game control microcomputer 101 selects "THP011" at a rate of 10%, "THP012" at a rate of 15%, "THP013" at a rate of 20%, "THP014" at a rate of 35%, and "THP015" at a rate of 20% as the special chart 2 variation pattern.
[0245] In addition, when the result of the big win judgment is not "big win" and the result of the reach judgment is "no reach", the game control microcomputer 101 can determine either of the two types of "THP021" and "THP022" as the special chart 2 variation pattern. Which of these special chart 2 variation patterns is determined is assigned according to the number of special chart 2 reserved.
[0246] When the number of reserved special charts 2 is between "0" and "1", "THP021" with a fluctuation time of 13000ms is selected at a rate of 95%, and "THP022" with a fluctuation time of 4000ms is selected at a rate of 5%. Also, when the number of reserved special charts 2 is between "2" and "4", "THP021" with a fluctuation time of 13000ms is selected at a rate of 20%, and "THP022" with a fluctuation time of 4000ms is selected at a rate of 80%. In other words, when the result of the jackpot judgment is "miss" and the result of the reach judgment is "no reach", the smaller the number of reserved special charts 2, the more likely it is that a fluctuation pattern with a longer fluctuation time will be selected.
[0247] In addition, the allocation rate of each special pattern can be changed as appropriate. Also, the types of special patterns can be increased or decreased as appropriate within the range that does not interfere with the game.
[0248] Here, the special chart 2 variation patterns "THP001" to "THP005" are all "jackpot variations" that perform a battle reach (a reach performance in which an ally character and an enemy character battle) as an SP reach. Among these, "THP001" is a "battle attack jackpot variation" in which the reach pattern (the performance pattern that forms the reach) is an ally pattern (an odd-numbered performance pattern including a pedestal part DGM on which an ally character is drawn, see FIG. 33) described later, "THP002" is a "battle defense / counter jackpot variation" in which the reach pattern is a normal enemy pattern (an even-numbered performance pattern including a pedestal part DGT on which a normal enemy character is drawn) described later, and "THP003" is a "battle defense / counter jackpot variation" in which the reach pattern is a strong enemy pattern (an even-numbered performance pattern including a pedestal part DGK on which a strong enemy character stronger than a normal enemy character is drawn) described later.
[0249] These special chart 2 variation patterns are selected when a so-called guaranteed jackpot (jackpot pattern 3) is won. When these special chart 2 variation patterns are selected by the game control microcomputer 101, the performance control microcomputer 121 sets the final stop mode (final stop mode) of the performance patterns EZ1, EZ2, and EZ3 in the variable performance to a repeat number of the friendly patterns. This repeat number of the friendly patterns functions as a notification of a guaranteed jackpot win. The performance flow of the variable performance in each special chart variation pattern will be described later.
[0250] In addition, "THP004" is a "battle defense jackpot variation" in which the reach symbol is a normal enemy symbol, and "THP005" is a "battle defense jackpot variation" in which the reach symbol is a strong enemy symbol.
[0251] These special pattern 2 variations are selected when a so-called normal jackpot (jackpot pattern 4) is won. When these special pattern 2 variations are selected by the game control microcomputer 101, the performance control microcomputer 121 sets the final stopping state of the performance patterns EZ1, EZ2, and EZ3 in the variation performance to a double number of enemy patterns (normal enemy patterns, strong enemy patterns). The double number of the enemy patterns functions as a notification of a normal jackpot win.
[0252] In addition, all of the special chart 2 variation patterns "THP011" to "THP015" are "miss variations" that perform a battle reach as an SP reach. Among these, "THP011" is a "battle attack miss variation" with the reach symbol as an ally symbol, "THP012" is a "battle defense / counter miss variation" with the reach symbol as a normal enemy symbol, "THP013" is a "battle defense / counter miss variation" with the reach symbol as a strong enemy symbol, "THP014" is a "battle defense miss variation" with the reach symbol as a normal enemy symbol, and "THP015" is a "battle defense miss variation" with the reach symbol as a strong enemy symbol.
[0253] When these special chart 2 variation patterns are selected by the game control microcomputer 101, the presentation control microcomputer 121 determines the final stopping state of the presentation patterns EZ1, EZ2, and EZ3 in the variation presentation to be a reach miss.
[0254] In addition, the special chart 2 variation pattern "THP021" is a "normal A miss variation", and the special chart 2 variation pattern "THP022" is a "normal B miss variation". These special chart 2 variation patterns are special chart variation patterns in which the performance patterns EZ1, EZ2, and EZ3 do not reach (the reach performance is not executed). When these special chart 2 variation patterns are selected by the game control microcomputer 101, the performance control microcomputer 121 sets the final stopping state of the performance patterns EZ1, EZ2, and EZ3 in the variation performance to a non-reach miss pattern.
[0255] Next, we will explain the flow of the variation performance in each special pattern variation pattern (THP001-005, THP011-015) with a battle reach. In the battle attack variation (battle attack big win variation, battle attack miss variation), after the variation display of the performance patterns EZ1, EZ2, EZ3 starts, a reach is formed with the ally pattern, and a battle reach performance is performed in which the ally character launches a preemptive attack on the normal enemy character (normal enemy character) and the result is a winning or losing branch.
[0256] In addition, in the battle defense / counter fluctuation (battle defense / counter big win fluctuation, battle defense / counter miss fluctuation) where the reach pattern is a normal enemy pattern, after the performance patterns EZ1, EZ2, and EZ3 start to change and are displayed, a reach is formed with the normal enemy pattern and the normal enemy character launches an attack on an ally character, but the ally character dodges this attack and launches a counter attack on the normal enemy character, resulting in a battle reach performance where the outcome branches out.
[0257] In addition, in the battle defense / counter fluctuation (battle defense / counter big win fluctuation, battle defense / counter miss fluctuation) where the reach pattern is a strong enemy pattern, after the performance patterns EZ1, EZ2, and EZ3 start to change and are displayed, a reach is formed with the strong enemy pattern and the strong enemy character launches an attack on an ally character, but the ally character dodges this attack and launches a counter attack on the strong enemy character, resulting in a battle reach performance where the outcome branches out.
[0258] In addition, in the battle defense variation where the reach symbol is a normal enemy symbol (battle defense big win variation, battle defense miss variation), after the performance symbols EZ1, EZ2, and EZ3 start to be displayed, a reach is formed with the normal enemy symbol, and a battle reach performance is performed in which the normal enemy character attacks the ally character and the outcome branches out. Note that in this battle defense variation, counter attacks by the ally character are not performed.
[0259] In addition, in the battle defense variation where the reach symbol is a strong enemy symbol (battle defense big win variation, battle defense miss variation), after the performance symbols EZ1, EZ2, and EZ3 start to be displayed, a reach is formed with the strong enemy symbol, and a battle reach performance is performed in which the strong enemy character attacks the ally character and the result branches out. Note that in this battle defense variation, counter attacks by the ally character are not performed.
[0260] In this manner, in this embodiment, when a reach is formed with an ally symbol (THP001, THP011), it develops into a battle reach in which an ally character battles a normal enemy character, and in this battle reach, the ally character launches a preemptive attack. Also, when a reach is formed with a normal enemy symbol (THP002, THP012, THP004, THP014), it develops into a battle reach in which an ally character battles a normal enemy character, and in this battle reach, the normal enemy character attacks the ally character. Also, when a reach is formed with a strong enemy symbol (THP003, THP013, THP005, THP015), it develops into a battle reach in which an ally character battles a strong enemy character, and in this battle reach, the strong enemy character attacks the ally character.
[0261] Here, each special chart variation pattern with a battle reach is selected according to the distribution rate shown in FIG. 31. In detail, the battle attack jackpot variation is selected at a higher rate than the battle defense / counter jackpot variation when jackpot pattern 3 (probable jackpot) is won. Also, the battle attack miss variation is selected at a lower selection rate of 10% compared to other special chart variation patterns when there is a reach and miss. Therefore, the battle attack variation (a variation in which an ally pattern is a reach pattern) functions as a performance with a high probability of a jackpot.
[0262] In addition, the special pattern variation pattern in which the reach symbol is a strong enemy symbol is extremely likely to be selected when the jackpot symbol 4 (normal jackpot) is won, and is difficult to be selected when the jackpot symbol 3 (probability variable symbol) is won, and is also difficult to be selected when the reach symbol is a miss. Therefore, the variation effect in which the reach symbol is a strong enemy symbol (an example of a low-success effect) functions as an effect with a high expectation of a normal jackpot (an effect that gives the impression that the high probability state will not continue after winning the normal jackpot) or an effect with a low expectation of a probability variable jackpot. In this form, since the player plays in a high probability high base state hoping that the high probability state will continue after the next jackpot game, winning the jackpot symbol 4 (normal jackpot) is disadvantageous and undesirable for the player. Therefore, when a variable performance in which an enemy symbol is a reach symbol is performed, the player proceeds with the game hoping that a counter attack by an ally character will be performed, and if the counter attack by the ally character is not performed, the player proceeds with the game hoping that the performance symbols EZ1, EZ2, and EZ3 will finally be displayed in a state indicating a miss (the jackpot symbol 4 has not been won and it has been a miss). However, when a reach is formed with a strong enemy symbol, the possibility of a counter attack by an ally character and the possibility of a miss if a counter attack is not performed are lower than when a reach is formed with a normal enemy symbol, so the player proceeds with the game with a sense of tension, hoping that the jackpot symbol 4 has not been won.
[0263] On the other hand, when a reach is formed with a normal enemy symbol, the possibility of winning the jackpot symbol 4 (normal jackpot) is very low, the possibility of winning the jackpot symbol 3 (variable symbol) is high, and the possibility of a reach with miss is also high, compared to when a reach is formed with a strong enemy symbol. Therefore, a variable presentation (an example of a high-success presentation) in which the reach symbol is a normal enemy symbol functions as a presentation that can be fully expected to win a variable jackpot.
[0264] Next, the performance symbols EZ1, EZ2, and EZ3 in the pachinko game machine PZ1 will be described in detail. The pachinko game machine PZ1 displays performance symbols (decorative symbols) designed according to the performance mode on the display unit 50a. Here, the performance symbols in the case of the probability variable performance mode (a performance mode set in a high probability high base state, in which the probability variable background image G105, which is a background image showing the universe shown in FIG. 18 (B-4), is displayed on the display unit 50a) will be described. In this embodiment, the probability variable performance mode includes a first probability variable performance mode (an example of a specific performance mode) and a second probability variable performance mode (an example of a non-specific performance mode).
[0265] In the pachinko game machine PZ1, the left performance pattern EZ1, the center performance pattern EZ2, and the right performance pattern EZ3 each include eight performance patterns from 1 to 8. Among them, the odd-numbered patterns (1, 3, 5, and 7) are ally patterns in which ally characters are drawn, and the even-numbered patterns (2, 4, 6, and 8) are enemy patterns (normal enemy patterns, strong enemy patterns) in which enemy characters (normal enemy characters, strong enemy characters) are drawn. As shown in FIG. 32, the number of strong enemy patterns (an example of a specific decorative pattern) differs depending on whether the first probability variation performance mode or the second probability variation performance mode is in effect. As shown in FIG. 32(A), in the first probability variation performance mode, three of the enemy patterns, 2, 4, and 6, are normal enemy patterns, and only 8 is a strong enemy pattern. In contrast, as shown in Fig. 32(B), in the second probability variation performance mode, only the 2 symbol is the normal enemy symbol, and the 4, 6, and 8 symbols are the strong enemy symbols. In other words, the second probability variation performance mode is a performance mode in which the number of strong enemy symbols is greater than that in the first probability variation performance mode.
[0266] Each of the performance symbols (1, 2, 3, 4, 5, 6, 7, and 8 symbols) includes a base part DG on which a character is drawn and a number part SG representing a number. Specifically, for example, as shown in FIG. 33, the "1 symbol" is an elliptical base including a base part DGM on which an ally character (the main character of the work that is the motif of the pachinko game machine PZ1) is drawn on the front and a number part SG1 representing the number 1. FIG. 33 is a diagram showing various performance symbols in the first probability variation performance mode. Each of the 3, 5, and 7 symbols, like the 1 symbol, is designed by superimposing a number part SG (SG3 representing 3, SG5 representing 5, and SG7 representing 7) representing a number corresponding to each symbol on the front left lower part of the elliptical base part DGM on which an ally character is drawn.
[0267] In the first probability variation performance mode, the three symbols, 2, 4, and 6, are normal enemy symbols. Each of these symbols is designed by superimposing a number part SG (SG2 representing 2, SG4 representing 4, SG6 representing 6) representing a number corresponding to each symbol on the left lower front of the elliptical base part DGT on which the normal enemy character (in this embodiment, the enemy character is a horse motif) is drawn.
[0268] In the first probability variation performance mode, only the 8 symbol is a strong enemy symbol. This 8 symbol is designed by superimposing the number part SG8, which represents 8, on the lower left front of the elliptical base part DGK on which the strong enemy character (the enemy character who is the leader of the enemy side in this form) is drawn.
[0269] On the other hand, as shown in FIG. 34, in the second probability variation performance mode, the 4 and 6 symbols, like the 8 symbol, become strong enemy symbols (performance symbols including the base part DGK on which a strong enemy character is drawn), and only the 2 symbol becomes a normal enemy symbol (performance symbol including the base part DGT on which a normal enemy character is drawn). That is, in the second probability variation performance mode, the number of strong enemy symbols increases compared to the first probability variation performance mode, and the number of normal enemy symbols decreases accordingly. Therefore, in the second probability variation performance mode, it is easier for the player to have the impression that it is more difficult to hit a probability variation jackpot (in other words, the impression that the high probability state is less likely to continue) than in the first probability variation performance mode. The number of ally symbols does not change between the second probability variation performance mode and the first probability variation performance mode.
[0270] In this embodiment, whether to set the first probability variable performance mode or the second probability variable performance mode is determined by the performance control microcomputer 121 by lottery when the jackpot game is ended and the high probability high base state is transitioned to (for example, the first probability variable performance mode is set at a rate of 70% and the second probability variable performance mode is set at a rate of 30%). Incidentally, when the jackpot game is ended and the high probability high base state is transitioned to, it is determined whether the generated special chart 2 reserve includes a normal jackpot reserve that is to be determined as having won a normal jackpot (prediction during the jackpot game), and if the normal jackpot reserve is not included, it is set to the first probability variable performance mode at a relatively high rate (for example, 80%) and the remaining rate is set to the second probability variable performance mode, while if the normal jackpot reserve is included, it is set to the second probability variable performance mode at a relatively high rate (for example, 80%) and the remaining rate is set to the first probability variable performance mode. By configuring in this manner, it becomes possible to make the second probability variation presentation mode function as a presentation mode in which a high probability state is unlikely to continue, which is expected to increase interest.
[0271] Next, the lottery for determining the reach symbol (the symbol forming the reach) by the performance control microcomputer 121 in the high probability high base state will be described. When the first probability variable performance mode is set, the lottery for determining the reach symbol is performed based on the reach symbol determination table shown in Fig. 35(A), and when the second probability variable performance mode is set, the lottery is performed based on the reach symbol determination table shown in Fig. 35(B).
[0272] Specifically, when the first probability variation mode is set, as shown in Fig. 35(A), if the special chart variation pattern indicated by the special chart variation start command received from the game control microcomputer 101 is THP001 (battle attack big win variation with the reach symbol as the ally symbol), the performance control microcomputer 121 selects the 1 symbol, the 3 symbol, and the 5 symbol at a rate of 20% each, and selects the 7 symbol at a rate of 40%. On the other hand, if the special chart variation pattern indicated by the special chart variation start command received from the game control microcomputer 101 is THP011 (battle attack miss variation with the reach symbol as the ally symbol), the performance control microcomputer 121 selects the 1 symbol, the 3 symbol, and the 5 symbol at a rate of 30% each, and selects the 7 symbol at a rate of 10%. In this way, since the reach of the 7 symbols is more likely to occur with a jackpot fluctuation and less likely to occur with a miss fluctuation, the reach of the 7 symbols functions as an effect that has a higher expectation of winning the jackpot (expected probability of winning the jackpot) than the reach of the 1 symbol, 3 symbol, or 5 symbol.
[0273] Also, when the first probability change performance mode is set, if the special chart change pattern indicated by the special chart change start command received from the game control microcomputer 101 is THP002 (battle defense / counter big win change with the reach symbol as the normal enemy symbol), the performance control microcomputer 121 selects the 2 symbol at a rate of 34%, and selects the 4 symbol and the 6 symbol at a rate of 33% each. Similarly, if the special chart change pattern indicated by the special chart change start command received from the game control microcomputer 101 is THP012 (battle defense / counter miss change with the reach symbol as the normal enemy symbol), the performance control microcomputer 121 selects the 2 symbol at a rate of 34%, and selects the 4 symbol and the 6 symbol at a rate of 33% each. In other words, in the battle defense / counter change with the reach symbol as the normal enemy symbol, the three types of normal enemy symbols are selected as the reach symbol at approximately the same rate whether it is a big win or a miss.
[0274] Also, when the first probability change performance mode is set, if the special chart change pattern indicated by the special chart change start command received from the game control microcomputer 101 is THP004 (battle defense big win change with the reach symbol as the normal enemy symbol), the performance control microcomputer 121 selects the 2 symbol at a rate of 34%, and selects the 4 symbol and the 6 symbol at a rate of 33% each. Similarly, if the special chart change pattern indicated by the special chart change start command received from the game control microcomputer 101 is THP014 (battle defense miss change with the reach symbol as the normal enemy symbol), the performance control microcomputer 121 selects the 2 symbol at a rate of 34%, and selects the 4 symbol and the 6 symbol at a rate of 33% each. In other words, in the battle defense change with the reach symbol as the normal enemy symbol, the three types of normal enemy symbols are selected as the reach symbol at approximately the same rate whether it is a big win or a miss. Therefore, in the first probability variation performance mode, the probability of a big win when a reach is formed with a normal enemy symbol and the probability of a counter attack occurring in a battle reach are generally the same whether the reach is with a 2 symbol, a 4 symbol, or a 6 symbol. In addition, the probability of a big win or the probability of a counter attack occurring may be configured to differ depending on the type of normal enemy symbol, thereby increasing the interest in the game.
[0275] Also, when the first probability change performance mode is set, if the special chart change pattern indicated by the special chart change start command received from the game control microcomputer 101 is THP003 (battle defense with the reach symbol as a strong enemy symbol / counter big win change), the performance control microcomputer 121 selects the 8 symbol at a rate of 100%. Similarly, if the special chart change pattern indicated by the special chart change start command received from the game control microcomputer 101 is THP013 (battle defense with the reach symbol as a strong enemy symbol / counter miss change), the performance control microcomputer 121 selects the 8 symbol at a rate of 100%. Similarly, if the special chart change pattern indicated by the special chart change start command received from the game control microcomputer 101 is THP005 (battle defense big win change with the reach symbol as a strong enemy symbol), the performance control microcomputer 121 selects the 8 symbol at a rate of 100%. Similarly, when the special pattern change pattern indicated by the special pattern change start command received from the game control microcomputer 101 is THP015 (battle defense miss change with the reach pattern as the strong enemy pattern), the 8 pattern is selected 100% of the time. In other words, the 8 pattern is always selected in the battle defense / counter change with the reach pattern as the strong enemy pattern and the battle defense change.
[0276] Also, when the second probability variable performance mode is set, as shown in FIG. 35(B), if the special chart change start command received from the game control microcomputer 101 indicates a special chart change pattern THP001 (battle attack big win change with the reach symbol as the ally symbol), the performance control microcomputer 121 selects the 1 symbol, the 3 symbol, and the 5 symbol at a rate of 20% each, and selects the 7 symbol at a rate of 40%, just like when the first probability variable performance mode is set. On the other hand, if the special chart change start command received from the game control microcomputer 101 indicates a special chart change pattern THP011 (battle attack miss change with the reach symbol as the ally symbol), the performance control microcomputer 121 selects the 1 symbol, the 3 symbol, and the 5 symbol at a rate of 30% each, and selects the 7 symbol at a rate of 10%, just like when the first probability variable performance mode is set. In this way, since the reach of the 7 symbols is more likely to occur with a jackpot fluctuation and less likely to occur with a miss fluctuation, the reach of the 7 symbols functions as an effect that has a higher expectation of winning the jackpot (expected probability of winning the jackpot) than the reach of the 1 symbol, 3 symbol, or 5 symbol.
[0277] Also, when the second probability variation performance mode is set, if the special chart variation pattern indicated by the special chart variation start command received from the game control microcomputer 101 is THP002 (battle defense / counter jackpot variation with the reach symbol as the normal enemy symbol), the performance control microcomputer 121 selects 2 symbols at a rate of 100%. Similarly, if the special chart variation pattern indicated by the special chart variation start command received from the game control microcomputer 101 is THP012 (battle defense / counter miss variation with the reach symbol as the normal enemy symbol), the performance control microcomputer 121 selects 2 symbols at a rate of 100%. Similarly, if the special chart variation pattern indicated by the special chart variation start command received from the game control microcomputer 101 is THP004 (battle defense jackpot variation with the reach symbol as the normal enemy symbol), the performance control microcomputer 121 selects 2 symbols at a rate of 100%. Similarly, when the special symbol variation pattern indicated by the special symbol variation start command received from the game control microcomputer 101 is THP014 (battle defense miss variation in which the reach symbol is the normal enemy symbol), 2 symbols are selected at a rate of 100%. In other words, 2 symbols are always selected in battle defense / counter variation in which the reach symbol is the normal enemy symbol and battle defense variation.
[0278] Also, when the second probability variation mode is set, if the special pattern variation pattern indicated by the special pattern variation start command received from the game control microcomputer 101 is THP003 (battle defense / counter big win variation in which the reach pattern is a strong enemy pattern), the microcomputer 121 for controlling the performance selects the 4 pattern and the 6 pattern at a rate of 33% each, and selects the 8 pattern at a rate of 34%. Similarly, if the special pattern variation pattern indicated by the special pattern variation start command received from the game control microcomputer 101 is THP013 (battle defense / counter miss variation in which the reach pattern is a strong enemy pattern), the microcomputer 121 for controlling the performance selects the 4 pattern and the 6 pattern at a rate of 33% each, and selects the 8 pattern at a rate of 34%. In other words, in the battle defense / counter variation in which the reach pattern is a strong enemy pattern, the three types of strong enemy patterns are selected as the reach pattern at approximately the same rate whether it is a big win or a miss.
[0279] Also, when the second probability variation mode is set, if the special pattern variation pattern indicated by the special pattern variation start command received from the game control microcomputer 101 is THP005 (battle defense big win variation with the reach pattern as a strong enemy pattern), the performance control microcomputer 121 selects the 4 pattern and the 6 pattern at a rate of 33% each, and selects the 8 pattern at a rate of 34%. Similarly, if the special pattern variation pattern indicated by the special pattern variation start command received from the game control microcomputer 101 is THP015 (battle defense miss variation with the reach pattern as a strong enemy pattern), the performance control microcomputer 121 selects the 4 pattern and the 6 pattern at a rate of 33% each, and selects the 8 pattern at a rate of 34%. In other words, in the battle defense variation with the reach pattern as a strong enemy pattern, the three types of strong enemy patterns are selected as the reach pattern at approximately the same rate whether it is a big win or a miss. Therefore, in the second probability variation performance mode, the probability of winning when a reach is formed with a strong enemy symbol and the probability of a counter attack occurring in a battle reach are generally the same whether the reach is with a 4 symbol, a 6 symbol, or an 8 symbol. In addition, the probability of winning and the probability of a counter attack occurring may be configured to differ depending on the type of strong enemy symbol, thereby increasing the interest in the game.
[0280] Next, a description will be given of a look-ahead performance (performance performed based on the result of look-ahead judgment) in the case where a winning entry occurs in the second starting hole 12 in a high probability high base state. The pachinko game machine PZ1 can execute a chance zone performance in which the background image is changed from the probability variable background image G105 (image of a space background) to a chance background image (forest background image G70, see FIG. 44(B)) as a look-ahead performance in a high probability high base state. The chance zone performance (an example of a predetermined look-ahead performance) is a performance that can be executed over multiple variations from a variation based on a special pattern reserve stored before a target reserve (a special pattern reserve that triggered the execution of the look-ahead performance) to a variation based on a target reserve.
[0281] When the second start hole 12 is won in the high probability high base state, the game control microcomputer 101 specifies the start winning command based on the special pattern 2 pre-reading judgment table shown in FIG. 36. As shown in FIG. 36, when the game control microcomputer 101 judges that the jackpot pattern 3 (probable jackpot) is to be won as the pre-reading judgment and that the battle attack jackpot variation with the reach pattern as the ally pattern is to be selected, it selects command 001 as the start winning command. Also, when the game control microcomputer 101 judges that the jackpot pattern 3 (probable jackpot) is to be won as the pre-reading judgment and that the battle defense / counter jackpot variation with the reach pattern as the normal enemy pattern is to be selected, it selects command 002 as the start winning command. Also, when the game control microcomputer 101 judges that the jackpot pattern 3 (probable jackpot) is to be won as the pre-reading judgment and that the battle defense / counter jackpot variation with the reach pattern as the strong enemy pattern is to be selected, it selects command 003 as the start winning command. Also, if it is determined that the jackpot pattern 4 (normal jackpot) is expected to be won as a result of the pre-reading judgment, and that a battle defense jackpot variation with a reach pattern being a normal enemy pattern is expected to be selected, then the command 004 is selected as the start winning command. Also, if it is determined that the jackpot pattern 4 (normal jackpot) is expected to be won as a result of the pre-reading judgment, and that a battle defense jackpot variation with a reach pattern being a strong enemy pattern is expected to be selected, then the command 005 is selected as the start winning command.
[0282] In addition, when the game control microcomputer 101 determines that the reach is expected to be a miss and that a battle attack miss variation with the reach symbol as an ally symbol is to be selected as the pre-reading judgment, it selects command 011 as the start winning command. In addition, when the game control microcomputer 101 determines that the reach is expected to be a miss and that a battle defense / counter miss variation with the reach symbol as a normal enemy symbol is to be selected as the pre-reading judgment, it selects command 012 as the start winning command. In addition, when the game control microcomputer 101 determines that the reach is expected to be a miss and that a battle defense / counter miss variation with the reach symbol as a strong enemy symbol is to be selected as the pre-reading judgment, it selects command 013 as the start winning command. In addition, when the game control microcomputer 101 determines that the reach is expected to be a miss and that a battle defense miss variation with the reach symbol as a normal enemy symbol is to be selected as the pre-reading judgment, it selects command 014 as the start winning command. Also, if it is determined that the game is going to have a miss with reach as a pre-reading judgment and that a battle defense miss variation with the reach symbol as a strong enemy symbol is going to be selected, the command 015 is selected as the start winning command. Also, if it is determined that the game is going to have a miss without reach as a pre-reading judgment, the command 021 is selected as the start winning command. In this way, the start winning command includes information on the type of the big win symbol and information on the special symbol variation pattern.
[0283] In the high probability high base state, when the performance control microcomputer 121 receives a start winning command from the game control microcomputer 101, it performs a lottery to execute the chance zone performance based on the lottery table of the chance zone performance shown in Fig. 37. Specifically, as shown in Fig. 37, if the received start winning command is command 001 (a command indicating the execution schedule of the battle attack big win fluctuation with the reach symbol as the ally symbol), the performance control microcomputer 121 decides to execute the chance zone performance 50% of the time and to not execute it 50% of the time.
[0284] Furthermore, if the received start winning command is command 002 (a command indicating a schedule for executing a battle defense / counter jackpot variation in which the reach symbol is a normal enemy symbol), the performance control microcomputer 121 decides to execute the chance zone performance with a probability of 40% and to not execute it with a probability of 60%.Also, if the received start winning command is command 004 (a command indicating a schedule for executing a battle defense jackpot variation in which the reach symbol is a normal enemy symbol), the performance control microcomputer 121 decides to execute the chance zone performance with a probability of 5% and to not execute it with a probability of 95%.
[0285] Also, if the received start winning command is command 011 (a command indicating a schedule for executing a battle attack failure variation with the reach symbol as an ally symbol), command 012 (a command indicating a schedule for executing a battle defense / counter failure variation with the reach symbol as a normal enemy symbol), or command 014 (a command indicating a schedule for executing a battle defense failure variation with the reach symbol as a normal enemy symbol), the performance control microcomputer 121 decides to execute the chance zone performance with a probability of 20% and to not execute it with a probability of 80%. Also, if the received start winning command is command 021 (a command indicating a schedule for executing a normal failure variation), the performance control microcomputer 121 decides to execute the chance zone performance with a probability of 0.5% and to not execute it with a probability of 99.5%.
[0286] In addition, when the received start winning command is a command indicating a schedule for executing a variation in which the reach symbol is a strong enemy symbol (i.e., command 003, command 005, command 013, command 015), the performance control microcomputer 121 does not perform a lottery for executing the chance zone performance, and does not execute the chance zone performance. In other words, in this embodiment, it is prohibited to execute the chance zone performance by setting the special reserved symbol that is scheduled to execute a variation in which the reach symbol is a strong enemy symbol as the target reserved.
[0287] As described above, in this embodiment, a lottery is performed to select the execution of the chance zone performance. Therefore, in this embodiment, the chance zone performance functions as a performance that suggests that the expectation of winning the jackpot is high due to the fluctuation based on the reserved target (FIG. 37), and in particular, functions as a performance that suggests that the expectation of winning the special jackpot (jackpot pattern 3) is high. In this embodiment, when a reach is formed with a strong enemy pattern, the possibility of winning a normal jackpot (jackpot pattern 4) is high (see FIG. 31), but the chance zone performance is not performed with the reserved special pattern that is scheduled to be reached with a strong enemy pattern as the target reservation, so that the occurrence of a situation in which the expectation of winning the jackpot is strengthened by the chance zone performance and the reach is formed with a strong enemy pattern, and the player is disappointed that he or she has won a normal jackpot that is disadvantageous to the player is prevented.
[0288] The execution rate of the chance zone effect can be changed as appropriate within a range that does not reduce the effect of the effect. For example, in this embodiment, even if a special pattern reserved that is scheduled to execute a normal miss variation is configured to become a target reserved for the chance zone effect with an extremely low probability, but it may be configured so that a battle reach is always executed when the chance zone effect is executed.
[0289] Next, an example of the execution of the battle reach and chance zone effects will be described.
[0290] <Battle Reach> In the high probability high base state, when the special pattern change pattern indicated by the special pattern change start command received from the game control microcomputer 101 is THP001 or THP011, that is, when a battle attack change is performed, the left performance pattern EZ1 and the right performance pattern EZ3 are both temporarily stopped with the same ally pattern (here, pattern 7), as shown in Figure 38 (A) (B), and the performance patterns EZ1, EZ2, and EZ3 are in a reach state (an example of a "predetermined mode"). This allows the player to recognize that a battle reach in which an ally character performs a preemptive attack is about to begin.
[0291] In addition, the performance up until the performance symbols EZ1, EZ2, and EZ3 reach a reach state in the variable performance is an example of the first performance, and the performance after the performance symbols EZ1, EZ2, and EZ3 reach a reach state in the variable performance is an example of the second performance. Also, a variable performance that develops into a battle reach is an example of a specific performance. Also, the result of a guaranteed jackpot winning derived in the variable performance is an example of a specific result, and the result of a normal jackpot winning derived in the variable performance is an example of a non-specific result. Also, a guaranteed jackpot winning is an example of a predetermined condition.
[0292] In the battle reach where the ally character performs a preemptive attack, as shown in Fig. 39(A), first, an image showing the ally character battling a normal enemy character (horse character) is displayed on the display unit 50a, and then, as shown in Fig. 39(B), an image showing the ally character attacking the enemy character is displayed on the display unit 50a, leading to a win / lose branch. In the case of a variation performance based on the special chart variation pattern THP001 (battle attack big win variation), the performance control microcomputer 121 displays an image showing that the ally character's attack hits the normal enemy character and the ally character has won against the enemy character on the display unit 50a (Fig. 39(C)) following the performance shown in Fig. 39(B). In other words, a victory performance as shown in Fig. 39(C) is executed. Then, as shown in Fig. 39(D), the image of the battle reach is returned to the image of the space background (background image for the probability change G105), and the performance symbols EZ1, EZ2, and EZ3 are finally displayed as stopped (confirmed stop display) with the same number of friendly symbols (here, the reach symbol 7). This indicates to the player that the probability change jackpot (jackpot symbol 3) has been won, and that the high probability state will continue even after the jackpot game.
[0293] On the other hand, if the variation effect is based on the special chart variation pattern THP011 (battle attack failure variation), the microcomputer 121 for controlling the effect displays an image on the display unit 50a showing that the normal enemy character evades the attack of the ally character and the ally character fails to attack (FIG. 39(E)) following the effect shown in FIG. 39(B). That is, a failure effect as shown in FIG. 39(E) is executed. Then, as shown in FIG. 39(F), the image of the battle reach is returned to the image of the space background (background image for probability change G105), and the effect patterns EZ1, EZ2, and EZ3 are finally stopped (determined stop display) at the reach failure number (here, "7·6·7"). This indicates to the player that he has not won the jackpot, and the game continues in the high probability high base state.
[0294] In addition, in the high probability high base state, when the special pattern change pattern indicated by the special pattern change start command received from the game control microcomputer 101 is THP002 or THP012, that is, when a battle defense / counter change with a normal enemy pattern as a reach pattern is performed, or when the special pattern change start command received from the game control microcomputer 101 is THP004 or THP014, that is, when a battle defense change with a normal enemy pattern as a reach pattern is performed, as shown in Figure 38 (A) (C), the left performance pattern EZ1 and the right performance pattern EZ3 are both temporarily stopped with the same normal enemy pattern (here, two patterns), and the performance patterns EZ1, EZ2, and EZ3 are in a reach state. This allows the player to recognize that a battle reach in which a normal enemy character attacks a friendly character is about to begin.
[0295] In a battle reach where a normal enemy character attacks a friendly character, as shown in FIG. 40(A), first, an image showing that the friendly character will battle a normal enemy character (horse character) is displayed on the display unit 50a. This is the same as the battle attack variation. After that, as shown in FIG. 40(B), an image showing that the normal enemy character attacks the friendly character is displayed on the display unit 50a, and the performance branching occurs. If the variation performance is based on the special chart variation pattern THP004 (battle defense big win variation), the performance control microcomputer 121 displays an image showing that the friendly character has been defeated by the attack of the normal enemy character on the display unit 50a following the performance shown in FIG. 40(B) (FIG. 40(C)). In other words, a defeat performance as shown in FIG. 40(C) is executed. Then, as shown in Fig. 40(D), the image of the battle reach is returned to the image of the space background (background image for probability change G105), and the performance symbols EZ1, EZ2, and EZ3 are finally displayed as stopped (determined stop display) with a repeat number of the normal enemy symbols (here, the reach symbol 2). This indicates to the player that he has won the normal jackpot (jackpot symbol 4) and that the probability of the jackpot will change to a low probability state (the high probability state will not continue) after the jackpot game.
[0296] On the other hand, if the variation effect is based on the special chart variation pattern THP014 (battle defense failure variation), the microcomputer 121 for controlling the effect displays an image showing that the friendly character endures the attack of the normal enemy character and is burning with fighting spirit on the display unit 50a following the effect shown in FIG. 40(B) (FIG. 40(E)). That is, the continuation effect as shown in FIG. 40(E) is executed. Then, as shown in FIG. 40(F), the image of the battle reach is returned to the image of the space background (background image for probability change G105), and the effect patterns EZ1, EZ2, and EZ3 are finally stopped (determined stop display) at the reach failure number (here, "2·1·2"). This indicates to the player that he has not won the jackpot, and the game continues in the high probability high base state.
[0297] Also, if the variation effect is based on the special pattern variation pattern THP002 (battle defense / counter big win variation) or THP012 (battle defense / counter miss variation), the microcomputer 121 for controlling the effect displays an image of an ally character performing a counter attack against a normal enemy character on the display unit 50a following the effect shown in FIG. 40(B) (FIG. 41(A)(B)). Note that at the time when the effect of the counter attack by the ally character is executed, the normal big win (big win pattern 4) has not been won. Therefore, in this embodiment, the reach pattern is changed to an odd pattern (a pattern with a number corresponding to the ally pattern) with the execution of the effect of the counter attack (see FIG. 41(B)).
[0298] Then, if the variation effect is based on the special pattern variation pattern THP002 (battle defense / counter jackpot variation), the microcomputer 121 for controlling the effect displays an image on the display unit 50a indicating that the counter attack of the ally character hits the normal enemy character and the ally character has defeated the enemy character (FIG. 41(C)) following the effect shown in FIG. 41(B). That is, similar to the battle attack jackpot variation, a victory effect as shown in FIG. 41(C) is executed. Then, the image of the space background (background image G105 for probability variation) is restored, and the effect patterns EZ1, EZ2, and EZ3 are finally stopped and displayed as a repeat number of the ally pattern (7 pattern in this case) (FIG. 41(D)). This indicates to the player that the probability variation jackpot (jackpot pattern 3) has been won, and that the high probability state will continue even after the jackpot game.
[0299] On the other hand, if the variation effect is based on the special chart variation pattern THP012 (battle defense / counter failure variation), the microcomputer 121 for controlling the effect displays an image on the display unit 50a indicating that the normal enemy character evades the counter attack of the ally character and the ally character fails the counter attack (FIG. 41(E)) following the effect shown in FIG. 41(B). That is, similar to the battle attack failure variation, a failure effect as shown in FIG. 41(E) is executed. Then, the image of the space background (background image for probability variation G105) is restored, and the effect patterns EZ1, EZ2, and EZ3 are finally stopped (determined stop display) at the reach failure number (here, "7·6·7"). This indicates to the player that he has not won the jackpot, and the game continues in the high probability high base state.
[0300] In addition, in the high probability high base state, when the special pattern change pattern indicated by the special pattern change start command received from the game control microcomputer 101 is THP003 or THP013, that is, when a battle defense / counter change with a strong enemy pattern as a reach pattern is performed, or when the special pattern change start command received from the game control microcomputer 101 is THP005 or THP015, that is, when a battle defense change with a strong enemy pattern as a reach pattern is performed, as shown in Figure 38 (A) (D), the left performance pattern EZ1 and the right performance pattern EZ3 are both temporarily stopped with the same strong enemy pattern (8 pattern in this case), and the performance patterns EZ1, EZ2, and EZ3 are in a reach state. This allows the player to recognize that a battle reach in which a strong enemy character attacks a friendly character is about to begin. In other words, the player is suggested that there is a relatively high probability of winning the normal jackpot (jackpot symbol 4), and that there is a high probability that the high probability state will not continue.
[0301] In a battle reach where a strong enemy character attacks a friendly character, as shown in FIG. 42(A), first, an image showing that the friendly character will battle the strong enemy character is displayed on the display unit 50a. After that, as shown in FIG. 42(B), an image showing that the strong enemy character attacks the friendly character is displayed on the display unit 50a, and the performance branches. If the performance is based on the special chart variation pattern THP005 (battle defense big win variation), the performance control microcomputer 121 displays an image showing that the friendly character has been defeated by the attack of the strong enemy character on the display unit 50a (FIG. 42(C)) following the performance shown in FIG. 42(B). In other words, a defeat performance as shown in FIG. 42(C) is executed. Then, as shown in Fig. 42(D), the image of the battle reach is changed back to the image of the space background (background image for probability change G105), and the performance symbols EZ1, EZ2, and EZ3 are finally displayed as a stop (confirmed stop) with a repeat number of the strong enemy symbol (here, the reach symbol 8). This indicates to the player that he has won the normal jackpot (jackpot symbol 4) and that the probability of the jackpot will change to a low probability state (the high probability state will not continue) after the jackpot game.
[0302] On the other hand, if the variation effect is based on the special chart variation pattern THP015 (battle defense failure variation), the microcomputer 121 for controlling the effect displays an image showing that the friendly character withstands the attack of the strong enemy character and is burning with fighting spirit on the display unit 50a following the effect shown in FIG. 42(B) (FIG. 42(E)). That is, the continuation effect as shown in FIG. 42(E) is executed. Then, as shown in FIG. 42(F), the image of the battle reach is returned to the image of the space background (background image for probability change G105), and the effect patterns EZ1, EZ2, and EZ3 are finally stopped (determined stop display) at the reach failure number (here, "8·7·8"). This shows the player that he has not won the jackpot, and the game continues in the high probability high base state.
[0303] Also, if the variation effect is based on the special pattern variation pattern THP003 (battle defense / counter big win variation) or THP013 (battle defense / counter miss variation), the microcomputer 121 for controlling the effect displays an image of an ally character performing a counter attack against a strong enemy character on the display unit 50a following the effect shown in FIG. 42(B) (FIG. 43(A)(B)). Note that at the time when the effect of the counter attack by the ally character is executed, the normal big win (big win pattern 4) has not been won. Therefore, with the execution of the effect of the counter attack, the reach pattern is changed to an odd pattern (a pattern with a number corresponding to the ally pattern) (see FIG. 43(B)).
[0304] Then, if the variation performance is based on the special pattern variation pattern THP003 (battle defense / counter jackpot variation), the performance control microcomputer 121 displays an image showing that the counter attack of the ally character hits the strong enemy character and the ally character has defeated the strong enemy character on the display unit 50a following the performance shown in FIG. 43(B) (FIG. 43(C)). That is, a victory performance as shown in FIG. 43(C) is executed. Then, the image of the space background (background image G105 for probability variation) is returned, and the performance patterns EZ1, EZ2, and EZ3 are finally stopped and displayed as a repeat number of the ally pattern (7 pattern in this case) (FIG. 43(D)). This indicates to the player that the probability variation jackpot (jackpot pattern 3) has been won, and that the high probability state will continue even after the jackpot game.
[0305] On the other hand, if the variation effect is based on the special chart variation pattern THP013 (battle defense / counter failure variation), the microcomputer 121 for controlling the effect displays an image on the display unit 50a indicating that the strong enemy character evades the counter attack of the friendly character and the friendly character fails the counter attack (FIG. 43(E)) following the effect shown in FIG. 43(B). That is, a failure effect as shown in FIG. 43(E) is executed. Then, the image of the space background (background image for probability variation G105) is restored, and the effect patterns EZ1, EZ2, and EZ3 are finally stopped (determined stop display) with a reach failure number (here, "7·6·7"). This indicates to the player that he has not won the jackpot, and the game continues in a high probability high base state.
[0306] <Chance Zone Performance> Next, an example of the chance zone performance will be described. Figures 44 and 45 are diagrams showing a specific example of the chance zone performance. Figure 44(A) shows a scene where the variable performance corresponding to the icon TA has ended while the background image G105 for the probability change (space background) is displayed on the display unit 50a in a high probability high base state (a scene where the performance patterns EZ1, EZ2, and EZ3 are displayed as fixed stops). In this scene, four reserved icons HA (special chart 2 reserved icons HA2) related to the special chart 2 are displayed (four special chart 2 reserved icons have been accumulated), and it is determined that the chance zone performance is to be performed by a lottery for executing the chance zone performance based on a pre-reading judgment at the time when the fourth special chart 2 reserved icon occurs. In other words, the fourth special chart 2 reserved icon is the target reserved icon for the chance zone performance.
[0307] When the next variable display starts from the state shown in FIG. 44(A), as shown in FIG. 44(B), each special chart 2 reserved icon HA2 is shifted to the display area next to it (one ahead). That is, the first special chart 2 reserved icon HA2 is displayed as the icon TA, and the second to fourth special chart 2 reserved icons HA2 are displayed as the first to third special chart 2 reserved icons HA2. The performance control microcomputer 121 executes a 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 probability change background image G105 (image of the space background) to the forest background image G70 (chance background image), 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).
[0308] Then, as shown in FIG. 44(C), the performance control microcomputer 121 displays the zone entry image G72 for a predetermined time (3 seconds in this embodiment) and then hides it, and displays a band image G74 including the characters "CHANCE ZONE" at the top of the display unit 50a. The band image G74 is an image for clearly indicating that the chance zone performance is in progress. The execution of the chance zone performance suggests to the player that there is a high possibility that the player has won a special jackpot (jackpot pattern 3) and a low possibility that the player has won a normal jackpot (jackpot pattern 4) (see FIG. 36 and FIG. 37). Note that, in this embodiment, the configuration is such that there is a possibility that the player has won a normal jackpot even when the chance zone performance is executed, but the configuration may be such that there is no possibility that the player has won a normal jackpot.
[0309] After that, as shown in FIG. 45(A), while the chance zone performance is being executed (while the forest background image G70 is displayed on the display unit 50a), a variable performance based on the reserved target that triggered the execution of the chance zone performance is started. When a reach is formed in this variable performance, it is always a reach with a friendly symbol (for example, 7 symbol) as shown in FIG. 45(B) or a reach with a normal enemy symbol (for example, 2 symbol) as shown in FIG. 45(C), and it is never a reach with a strong enemy symbol (see FIG. 37). In this way, in this embodiment, even though the expectation of winning a special jackpot is increased by the execution of the chance zone performance, the reach is formed with a strong enemy symbol, and the player is disappointed that he or she may have won a normal jackpot, and the excitement is lost. In FIG. 45, the icon TA is a reserved display related to the reserved target that triggered the execution of the chance zone performance.
[0310] 7-2. Effects of the First Embodiment As described above in detail, according to the pachinko game machine PZ1 of the first embodiment, each of the performance symbols EZ1, EZ2, and EZ3 (decorative symbols) displayed in a variable manner includes a strong enemy symbol (a performance symbol having a base part DGK with a strong enemy character drawn thereon) which is likely to lead to a normal jackpot winning (a non-variable jackpot winning), and when the second variable jackpot performance mode is set, the number of strong enemy symbols included in each performance symbol EZ1, EZ2, and EZ3 is greater than when the first variable jackpot performance mode is set (see Figs. 33 and 34). Therefore, when the second variable jackpot performance mode is set, the player can be made to feel unfavorable that a normal jackpot winning is more likely to be derived than a variable jackpot winning as a result of the variable performance (specific performance) which develops into a battle reach (see Fig. 34), and it is possible to stimulate the player's psychology to give a sense of tension to the game and improve the interest in the game.
[0311] Furthermore, according to the pachinko game machine PZ1 of the first embodiment, when a special jackpot is won (a predetermined condition is met), the machine can be controlled to a high probability state (an example of a special state) after a jackpot game state (an example of an advantageous state), and as a variable effect that develops into a battle reach, there are cases where a variable effect (high success effect) in which a normal enemy symbol, which has a relatively high probability of winning a special jackpot, is used as the reach symbol, and cases where a variable effect (low success effect) in which a strong enemy symbol, which has a relatively low probability of winning a special jackpot, is used as the reach symbol (see Figures 31 and 38), so it is possible to increase interest in the types of symbols that form the reach, and to increase interest in the game.
[0312] According to the pachinko game machine PZ1 of the first embodiment, when a variable performance (low succession performance) in which a strong enemy symbol with a relatively low probability of winning a special jackpot (probability of a high probability state continuing) is used as a variable performance that develops into a battle reach is executed, the execution of a chance zone performance based on the result of the pre-reading judgment corresponding to this variable performance is restricted (see Figs. 36 and 37). Therefore, it is possible to prevent the occurrence of a situation in which a player is disappointed when a variable performance in which a strong enemy symbol is used as a reach symbol is executed, despite the execution of a chance zone performance giving the player hope.
[0313] 7-3. Modification of the first embodiment Below, we will explain modified examples of the pachinko game machine PZ1 of the first embodiment. Of course, the configurations of the modified examples may be appropriately combined. In addition, the technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.
[0314] In the above-mentioned first embodiment, the chance zone effect that changes the background image from the probability change background image G105 to the forest background image G70 is configured as a pre-reading effect that is prohibited when a variable effect with a strong enemy pattern as a reach pattern is executed. On the other hand, the pre-reading effect that is prohibited when a variable effect with a strong enemy pattern as a reach pattern is executed may be other types of pre-reading effects, such as a reserved display change effect that suggests a high probability of winning by changing the display mode of the reserved display (reserved icon HA, the icon TA) to a special display mode different from the normal display mode, or a chance eye effect that suggests a high probability of winning by stopping and displaying the performance patterns EZ1, EZ2, and EZ3 at a predetermined chance eye over one or multiple consecutive special pattern changes.
[0315] In addition, even when a variable presentation in which a strong enemy symbol is a reach symbol is executed, the execution of the chance zone presentation may not be prohibited. With such a configuration, although there remains a chance of disappointment when a reach is formed with a strong enemy symbol even though the chance zone presentation is executed, the execution of the chance zone presentation increases the chance of feeling elated.
[0316] In the first embodiment described above, in both the first and second probability variation modes, when a variable performance in which a strong enemy symbol is a reach symbol is executed, a configuration is adopted in which execution of a predetermined pre-reading performance (chance zone performance) is prohibited. In contrast, a configuration may be adopted in which execution of a chance zone performance is prohibited only in the second probability variation mode (a performance mode in which the number of strong enemy symbols included in the symbols 1 to 8 is greater than that in the first probability variation mode). With such a configuration, the occurrence of a chance zone performance functions as a suggestion of reach establishment with symbols other than the strong enemy symbol only in a performance mode in which the reach symbol seems to be likely to become a strong enemy symbol from the player's perspective, so that an effect of mitigating the disadvantageous feeling of the second probability variation mode can be expected. Conversely, a configuration may be adopted in which execution of a chance zone performance is prohibited only in the first probability variation mode (a performance mode in which the number of strong enemy symbols included in the symbols 1 to 8 is less than that in the second probability variation mode). With such a configuration, even if the presentation mode is one in which the possibility of the reach symbol becoming a strong enemy symbol seems low from the player's perspective, if a chance zone presentation occurs but the reach is formed with a strong enemy symbol, the player will likely be very disappointed; however, it is possible to prevent such a situation from occurring and suppress a decline in interest in the game.
[0317] In the first embodiment described above, the high probability state is the bonus state, but the time-saving state may be the bonus state. In this case, winning a time-saving jackpot that controls the game state after the end of the jackpot game to the time-saving state corresponds to the predetermined condition. Alternatively, the bonus state may be a time-saving state in which the number of time-saving times is n (e.g., 7 times) greater than x (e.g., 1 time). In this case, winning a jackpot that triggers a transition to the time-saving state with the number of time-saving times n is an example of the predetermined condition.
[0318] In addition, in the above-mentioned first embodiment, the execution of the pre-reading effect (chance zone effect) is limited depending on the type of variable effect related to special chart 2 in a high probability high base state, but such a configuration may also be applied to the variable effect and pre-reading effect related to special chart 1 in a game state in which the game progresses mainly through the lottery of special chart 1.
[0319] In addition, in the first embodiment described above, the variable effect in which the enemy symbol is normally a reach symbol corresponds to the high hit effect, but the high hit effect may be another effect, such as a variable effect in which an ally symbol is a reach symbol, as long as it is an effect that makes it easier to win a special jackpot (an effect in which the specified conditions are easier to achieve).
[0320] In the first embodiment described above, the allocation rates in various lotteries and the contents of each effect can be appropriately adjusted as long as they do not interfere with the game.
[0321] 8. Pachinko gaming machine of the second embodiment 8-1. Configuration of the second embodiment Next, the pachinko game machine PZ2 of the second embodiment having a characteristic configuration will be described in detail with reference to Figures 46-55, focusing on the differences from the pachinko game machine PY1 of the basic form described above. Note that, in the pachinko game machine PZ2 of the second embodiment, as in the pachinko game machine PZ1 of the first embodiment described above, the types of jackpots that can be won in the lottery of the special chart 1 based on winning in the first starting hole 11 include jackpot pattern 1 and jackpot pattern 2, and the types of jackpots that can be won in the lottery of the special chart 2 based on winning in the second starting hole 12 include jackpot pattern 3 and jackpot pattern 4, as shown in Figure 30.
[0322] In the pachinko game machine PZ2 of the second embodiment, in a low probability low base game state, the special pattern 1 variation pattern is determined according to the special pattern 1 variation pattern determination table shown in Fig. 46. Specifically, as shown in Fig. 46, when the result of the jackpot determination is "jackpot", even if the result of the jackpot pattern type determination is "jackpot pattern 1" or "jackpot pattern 2", the game control microcomputer 101 selects "THP101" at a rate of 55%, "THP103" at a rate of 35%, and "THP105" at a rate of 10% as the special pattern 1 variation pattern.
[0323] In addition, when the result of the jackpot determination is not "jackpot" and the result of the reach determination is "reach", the game control microcomputer 101 selects "THP111" at a rate of 10%, "THP113" at a rate of 25%, and "THP115" at a rate of 65% as the special chart 1 variation pattern.
[0324] In addition, when the result of the big win judgment is not "big win" and the result of the reach judgment is "no reach", the game control microcomputer 101 can determine either of two types of "THP121" and "THP122" as the special chart 1 variation pattern. Which of these special chart 1 variation patterns is determined is assigned according to the number of reserved special charts 1.
[0325] When the number of reserved special charts 1 is between "0" and "2", "THP121" with a fluctuation time of 13000ms is selected at a rate of 95%, and "THP122" with a fluctuation time of 8000ms is selected at a rate of 5%. Also, when the number of reserved special charts 1 is between "3" and "4", "THP121" with a fluctuation time of 13000ms is selected at a rate of 20%, and "THP122" with a fluctuation time of 8000ms is selected at a rate of 80%. In other words, when the result of the jackpot judgment is "miss" and the result of the reach judgment is "no reach", the smaller the number of reserved special charts 1, the more likely it is that a fluctuation pattern with a longer fluctuation time will be selected.
[0326] In addition, the allocation rate of each special pattern can be changed as appropriate. Also, the types of special patterns can be increased or decreased as appropriate within the range that does not interfere with the game.
[0327] Here, the special chart 1 variation patterns "THP101" and "THP103" are "jackpot variations" in which a reach is established and a battle is performed after a development performance. Among these, "THP001" is a "transformation battle jackpot variation" in which the main character transforms into a knight wearing armor in the development performance and challenges the enemy character to a battle, and "THP003" is a "non-transformation battle jackpot variation" in which the main character challenges the enemy character to a battle without transforming into a knight wearing armor in the development performance. In both the battle performance in the special chart 1 variation pattern "THP101" and the battle performance in the special chart 1 variation pattern "THP103", the main character wins against the enemy character and a jackpot is displayed. In addition, the special chart 1 variation pattern "THP105" is an "N jackpot variation" in which a reach is established and a jackpot is displayed with an N reach.
[0328] In addition, the special chart 1 variation patterns "THP111" and "THP113" are "miss variations" in which a reach is established and a battle is performed after a development performance. Among these, "THP111" is a "transformation battle miss variation" in which the main character transforms into an armored knight in the development performance and challenges the enemy character to a battle, and "THP113" is a "non-transformation battle miss variation" in which the main character challenges the enemy character to a battle without transforming into an armored knight in the development performance. In both the battle performance in the special chart 1 variation pattern "THP111" and the battle performance in the special chart 1 variation pattern "THP113", the main character is defeated by the enemy character and it is shown to be a miss. In addition, the special chart 1 variation pattern "THP115" is an "N miss variation" in which a reach is established and the N reach is shown to be a miss and ends.
[0329] In addition, the special chart 1 variation pattern "THP121" is a "normal X miss variation", and the special chart 1 variation pattern "THP122" is a "normal Y miss variation". These special chart 1 variation patterns are special chart variation patterns in which the performance patterns EZ1, EZ2, and EZ3 do not become reach (i.e., the reach performance is not executed) and a miss is displayed and the pattern ends.
[0330] In this embodiment, the special chart 1 variation pattern in the low probability low base game state is selected according to the distribution rate shown in FIG. 46. In other words, if a jackpot is won, the transformation battle jackpot variation (THP101) is most likely to be selected, the non-transformation battle jackpot variation (THP103) is next most likely to be selected, and the N jackpot variation (THP105) is the least likely to be selected. In contrast, if there is a reach and miss, the transformation battle miss variation (THP111) is the least likely to be selected, the non-transformation battle miss variation (THP113) is next most likely to be selected, and the N miss variation (THP115) is most likely to be selected. Therefore, the variation performance that develops into a battle performance functions as a performance with a higher expectation of winning a jackpot (expectation of winning a jackpot) than the variation performance that ends with an N reach. In addition, a battle presentation in which a transformed main character battles an enemy character (a transformation battle presentation) functions as a presentation with a higher expectation of winning a jackpot than a battle presentation in which a non-transformed main character battles an enemy character (a non-transformation battle presentation).
[0331] Next, the variation presentation pattern for the special chart 1 in the low probability low base game state will be explained based on FIG. 47. As shown in FIG. 47, in the low probability low base game state, when the special chart 1 variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is THP101 (transformation battle big win variation), the presentation control microcomputer 121 selects the variation presentation pattern SHP101 at a rate of 60% and selects the variation presentation pattern SHP102 at a rate of 40%. The variation presentation pattern SHP101 is a variation presentation pattern that performs a battle presentation in which the transformed main character battles the enemy character X (enemy character X) and wins. The variation presentation pattern SHP102 is a variation presentation pattern that performs a battle presentation in which the transformed main character battles the enemy character Y (enemy character Y) and wins.
[0332] In addition, when the special chart 1 variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is THP103 (non-transformation battle big win variation), the presentation control microcomputer 121 selects the variation presentation pattern SHP103 at a rate of 60% and selects the variation presentation pattern SHP104 at a rate of 40%. The variation presentation pattern SHP103 is a variation presentation pattern that performs a battle presentation in which the untransformed main character battles and wins against the enemy character A (enemy character A). In addition, the variation presentation pattern SHP104 is a variation presentation pattern that performs a battle presentation in which the untransformed main character battles and wins against the enemy character B (enemy character B).
[0333] In addition, when the special chart 1 variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is THP105 (N jackpot variation), the performance control microcomputer 121 selects the variation performance pattern SHP105 at a rate of 100%. The variation performance pattern SHP105 is a variation performance pattern in which the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed as a repeat number in N reach, indicating a jackpot win.
[0334] In addition, when the special chart 1 variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is THP111 (transformation battle failure variation), the presentation control microcomputer 121 selects the variation presentation pattern SHP111 at a rate of 40% and selects the variation presentation pattern SHP112 at a rate of 60%. The variation presentation pattern SHP111 is a variation presentation pattern that performs a battle presentation in which the transformed main character battles the enemy character X (enemy character X) and is defeated. In addition, the variation presentation pattern SHP112 is a variation presentation pattern that performs a battle presentation in which the transformed main character battles the enemy character Y (enemy character Y) and is defeated.
[0335] In addition, when the special chart 1 variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is THP113 (non-transformation battle failure variation), the presentation control microcomputer 121 selects the variation presentation pattern SHP113 at a rate of 40% and selects the variation presentation pattern SHP114 at a rate of 60%. The variation presentation pattern SHP113 is a variation presentation pattern that performs a battle presentation in which the untransformed main character battles the enemy character A (enemy character A) and is defeated. In addition, the variation presentation pattern SHP114 is a variation presentation pattern that performs a battle presentation in which the untransformed main character battles the enemy character B (enemy character B) and is defeated.
[0336] In addition, when the special chart 1 variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is THP115 (N miss variation), the variation performance pattern SHP115 is selected at a rate of 100%. The variation performance pattern SHP115 is a variation performance pattern in which the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a spread pattern in the N reach, and the variation performance ends.
[0337] In addition, when the special chart 1 variation pattern indicated by the special chart 1 variation start command received from the game control microcomputer 101 is THP121 (normal X miss variation), the performance control microcomputer 121 selects the variation performance pattern SHP121 at a rate of 100%, and when it is THP122 (normal Y miss variation), the performance control microcomputer 121 selects the variation performance pattern SHP122 at a rate of 100%. Both the variation performance patterns SHP121 and SHP122 are variation performance patterns in which the reach is not established, the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed with a spread pattern, and the variation performance ends.
[0338] In this embodiment, the microcomputer 121 for controlling the presentation selects the variable presentation pattern for the special chart 1 in the low probability low base game state according to the variable presentation pattern determination table shown in FIG. 47. Therefore, as for the variable presentation of the transformation battle in which the transformed hero character battles, the battle with the enemy character X (SHP101) is more likely to occur than the battle with the enemy character Y (SHP102) when the jackpot is won, and the battle with the enemy character Y (SHP112) is more likely to occur than the battle with the enemy character X (SHP111) when the jackpot is lost. Therefore, the variable presentation of the transformation battle in which the enemy character X battles functions as a presentation with a higher expectation of winning the jackpot than the variable presentation of the transformation battle in which the enemy character Y battles.
[0339] In addition, in the variable presentation of non-transformation battles in which the untransformed main character battles, when a jackpot is won, a battle with enemy character A (SHP103) is more likely to occur than a battle with enemy character B (SHP104), and when a jackpot is lost, a battle with enemy character B (SHP114) is more likely to occur than a battle with enemy character A (SHP113). Therefore, the variable presentation of a non-transformation battle in which a battle with enemy character A occurs functions as a presentation with a higher expectation of winning a jackpot than the variable presentation of a non-transformation battle in which a battle with enemy character B occurs.
[0340] In addition, the expectation of winning the jackpot is higher in the non-transformation battle transformation presentation in which an enemy character A battles with the enemy character Y than in the transformation battle transformation presentation in which an enemy character Y battles with the enemy character A (see FIG. 46). Therefore, when a reach is achieved in the transformation presentation and a development presentation is performed, the player watches the presentation in anticipation of the main character transforming. If the main character transforms, the expectation of winning the jackpot increases, and if the main character does not transform, the player feels a little disappointed, although there is still a possibility of winning the jackpot.
[0341] Next, the reach establishment challenge performance will be explained. The pachinko game machine PZ2 of the second embodiment can execute the reach establishment challenge performance that makes the player expect that the performance symbols EZ1, EZ2, and EZ3 will be in a reach state in the change performance (one example of the notification performance) according to the change of the special chart 1 in the low probability low base state. The reach establishment challenge performance is a performance that makes the player operate the normal button 40 (one example of the operation unit) with the aim of making the performance symbols EZ1, EZ2, and EZ3 be in a reach state (see Fig. 49 and Fig. 50). More specifically, in the reach establishment challenge performance, the player is given five opportunities (predetermined number of times) to operate the normal button 40 (five operation performances that make the player operate the normal button 40 occur), and the performance control microcomputer 121 performs a lottery (reach establishment lottery) to establish a reach according to each operation, and displays the performance symbols EZ1, EZ2, and EZ3 in a reach state if the reach establishment lottery is won. When the performance symbols EZ1, EZ2, EZ3 are displayed in a reach state, the normal button 40 is vibrated. In other words, until the performance symbols EZ1, EZ2, EZ3 are displayed in a reach state, it can be said that the probability of displaying the performance symbols EZ1, EZ2, EZ3 in a reach state is equal to the probability of vibrating the normal button 40. The performance in which the normal button 40 vibrates is called a button vibration performance. The state in which the normal button 40 vibrates (vibration state) and the state in which it does not vibrate (non-vibration state) are both types of modes of the operation unit. The button vibration performance is an example of a change performance that changes the mode of the operation unit.
[0342] Even if the performance patterns EZ1, EZ2, and EZ3 are displayed in a reach state before all five operation opportunities are consumed in the reach establishment challenge performance, the remaining operation opportunities are granted. That is, even if the reach is established by the third operation in the reach establishment challenge performance, the remaining two operation opportunities are granted. In these remaining two operations, the performance control microcomputer 121 only performs a lottery (vibration lottery) on whether to vibrate the normal button 40 based on the operation of the normal button 40. That is, in the reach establishment challenge performance, before the performance patterns EZ1, EZ2, and EZ3 are displayed in a reach state, the normal button 40 may vibrate in response to the operation of the normal button 40 by the player, and after the performance patterns EZ1, EZ2, and EZ3 are displayed in a reach state, the normal button 40 may vibrate in response to the operation of the normal button 40 by the player.
[0343] The performance control microcomputer 121 determines whether or not to execute a reach establishment challenge performance based on the lottery table shown in Fig. 48. That is, when the performance control microcomputer 121 selects the variable performance pattern SHP103 (variable performance pattern in which a non-transformation battle is performed in which the player wins against enemy character A), the performance control microcomputer 121 determines to execute the reach establishment challenge performance with a probability of 80% and determines not to execute the reach establishment challenge performance with a probability of 20%. Also, when the performance control microcomputer 121 selects the variable performance pattern SHP104 (variable performance pattern in which a non-transformation battle is performed in which the player wins against enemy character B), the performance control microcomputer 121 determines to execute the reach establishment challenge performance with a probability of 95% and determines not to execute the reach establishment challenge performance with a probability of 5%.
[0344] Furthermore, when the performance control microcomputer 121 selects the variable performance pattern SHP113 (variable performance pattern in which a non-transformation battle is performed in which the player is defeated by enemy character A), it determines to execute a reach establishment challenge performance with a probability of 20% and determines not to execute a reach establishment challenge performance with a probability of 80%. Furthermore, when the performance control microcomputer 121 selects the variable performance pattern SHP114 (variable performance pattern in which a non-transformation battle is performed in which the player is defeated by enemy character B), it determines to execute a reach establishment challenge performance with a probability of 2% and determines not to execute a reach establishment challenge performance with a probability of 98%.
[0345] In addition, when the performance control microcomputer 121 selects the variable performance pattern SHP121 (a variable performance pattern that ends with a normal fluctuation with a fluctuation time of 13 seconds), it decides to execute a reach-established challenge performance with a probability of 10% and decides not to execute a reach-established challenge performance with a probability of 90%.
[0346] Incidentally, the microcomputer 121 for controlling the performance will not execute a reach establishment challenge performance if it has selected a variable performance pattern in which a transformation battle is performed (SHP101, SHP102, SHP111, SHP112, see FIG. 47), a variable performance pattern that ends with an N reach (SHP105, SHP115), or a variable performance pattern that ends with an 8-second normal variation (SHP122). In other words, in this embodiment, when a reach establishment challenge performance is executed and a battle performance is performed, one of two types of non-transformation battle performances (a battle performance in which a battle is performed with enemy character A, or a battle performance in which a battle is performed with enemy character B) is always selected for that battle performance. The reason for this is as follows.
[0347] That is, in this embodiment, as shown in FIG. 48, the reach-established challenge effect is executed with a higher probability in the variation effect based on the winning of the jackpot (SHP103, SHP104) than in the variation effect based on the losing of the jackpot (SHP113, SHP114, SHP121). Therefore, the reach-established challenge effect functions as an effect that suggests a high expectation of a jackpot, or an effect that makes the player expect to be controlled in a jackpot game state (an example of an advantageous state). And, as described above, when a battle effect is performed and the main character does not transform in the development effect before that, the player may be disappointed because the player cannot expect to win a jackpot compared to when the main character transforms. Therefore, in this embodiment, when a battle effect of a non-transformation battle is performed, the reach-established challenge effect may be executed with the execution probability shown in FIG. 48. As a result, even when a battle effect of a non-transformation battle is performed, if a reach-established challenge effect has been executed before that, the player can watch the battle effect with a sufficient expectation of winning a jackpot, and an increase in the interest in the game can be expected. The reach-established challenge effect is an example of an opportunity effect.
[0348] Furthermore, when a battle performance with enemy character B, which has a relatively low expectation of winning a jackpot among non-transformation battle performances, is executed, the reach establishment challenge performance is executed as a performance with a higher expectation of winning a jackpot than when a battle performance with enemy character A, which has a relatively high expectation of winning a jackpot, is executed (see FIG. 48). Therefore, even when a battle performance with enemy character B, which is a non-transformation battle, is executed, the reach establishment challenge performance is executed before that, so that the player can watch this battle performance with sufficient expectation of winning a jackpot, and an increase in interest in the game can be expected.
[0349] In this embodiment, even if the variation performance pattern SHP121 (a variation performance pattern that does not achieve a reach that ends with a normal variation of 13 seconds) is selected, the reach establishment challenge performance may be executed. This is to prevent the execution of the reach establishment challenge performance from becoming a confirmation notification of the reach establishment.
[0350] Here, in the operation performance that occurs five times in the reach establishment challenge performance, where the performance patterns EZ1, EZ2, and EZ3 are in the reach state is determined by a lottery according to the operation of the normal button 40. Specifically, as shown in FIG. 48, in the case of a variation of a non-transformation battle based on a big win (variation performance patterns SHP103, SHP104), the performance control microcomputer 121 establishes a reach with a reach establishment probability of 33.3% based on the operation of the normal button 40. In addition, in the case of a variation of a non-transformation battle based on a miss (variation performance patterns SHP113, SHP114), the performance control microcomputer 121 establishes a reach with a reach establishment probability of 25% based on the operation of the normal button 40. In addition, in the case of a variation of a 13-second normal variation based on a miss (variation performance pattern SHP121), the performance control microcomputer 121 does not establish a reach even if the normal button 40 is operated (reach establishment probability 0%). In addition, if the variation is for a non-transformation battle (variation presentation patterns SHP103, SHP104, SHP113, SHP114) and no lottery result is obtained indicating that a reach is achieved in any of the five operation presentations, the presentation control microcomputer 121 will display the presentation patterns EZ1, EZ2, EZ3 in a reach state in response to the operation of the normal button 40 in the fifth operation presentation.
[0351] In addition, the microcomputer 121 for controlling the performance vibrates the normal button 40 when the performance symbols EZ1, EZ2, and EZ3 are displayed in a reach state in the reach establishment challenge performance. In other words, before the performance symbols EZ1, EZ2, and EZ3 are in a reach state in the variable performance, the lottery for reaching the reach also includes a vibration lottery for vibrating the normal button 40, and it can be said that the microcomputer 121 for controlling the performance performs a vibration lottery for vibrating the normal button 40 with the same winning probability as the reach establishment probability. The vibration of the normal button 40 when the performance symbols EZ1, EZ2, and EZ3 are displayed in a reach state functions as a performance to celebrate the reaching establishment. In addition, the reach establishment challenge performance in the big win variation has a higher reach establishment probability (vibration probability of the normal button 40) than the reach establishment challenge performance in the loss variation, so if the reach establishment (vibration of the normal button 40) can be generated with a smaller number of operations, there is a higher expectation of winning the big win.
[0352] In addition, even after the performance symbols EZ1, EZ2, and EZ3 are displayed in the reach state in the reach-established challenge performance, if all five operation performances have not ended, the remaining operation performances are executed. Then, in response to the operation of the normal button 40 in the remaining operation performances, the performance control microcomputer 121 performs a vibration lottery for the normal button 40. The probability of determining that the normal button 40 is vibrated in the vibration lottery after the reach is established (the winning probability of the vibration lottery) is different from the winning probability of the vibration lottery before the reach is established (the same probability as the reach establishment probability). Specifically, in the reach-established challenge performance accompanying the fluctuation of the non-transformation battle based on the big win, the winning probability of the vibration lottery after the reach is established (50%) is higher than the winning probability of the vibration lottery before the reach is established (33.3%). On the other hand, in the reach-established challenge performance accompanying the fluctuation of the non-transformation battle based on the miss, the winning probability of the vibration lottery after the reach is established (15%) is lower than the winning probability of the vibration lottery before the reach is established (25%). In other words, the probability of vibration of the normal button 40 after the reach is established is not only higher when the jackpot is won than when it is not won, but also when the jackpot is won, the normal button 40 is more likely to vibrate than before the reach is established, and when it is not won, the normal button 40 is less likely to vibrate than before the reach is established. Therefore, the vibration of the normal button 40 after the reach is established functions as an effect that suggests a high expectation of winning a jackpot. Therefore, even after the reach is established in the reach establishment challenge effect, the player is given the pleasure of operating the normal button 40 in the operation effect, which increases the interest in the game. Note that in the reach establishment challenge effect, a button vibration effect may occur in which the normal button 40 vibrates in response to the operation of the normal button 40, so the reach establishment challenge effect can be said to be an effect that includes a button vibration effect.
[0353] Next, examples of execution of the reach establishment challenge effect and the battle effect (an example of a specific effect) will be described with reference to Figs. 49 to 55.
[0354] <Reach establishment challenge performance> In the low probability low base state, the performance control microcomputer 121 can execute the reach establishment challenge performance. In the variable performance in which it is decided to execute the reach establishment challenge performance, the performance control microcomputer 121 executes the reach establishment challenge performance (FIG. 49(C)) immediately after starting the variable display of the performance symbols EZ1, EZ2, and EZ3 (FIG. 49(A)(B)). In the reach establishment challenge performance, first, a text image G80 of "Press the button to reach (5 chances)" is displayed. This text image G80 is a performance indicating the start of the execution of the reach establishment challenge performance and also a performance indicating the contents of the reach establishment challenge performance. The performance control microcomputer 121 displays the text image G80 for a predetermined time (for example, about 2 seconds) and then makes it non-displayed, and subsequently performs the first operation performance as shown in FIG. 49(D). In the operation presentation, an operation prompting image G81 is displayed to prompt the player to operate the normal button 40, a valid period image G82 is displayed indicating the valid operation period, and a remaining number image G83 is displayed indicating the remaining number of operations in the reach establishment challenge presentation.
[0355] When the normal button 40 is operated in the first operation performance, the performance control microcomputer 121 performs a lottery to determine whether or not a reach will be achieved with the reach achievement probability shown in FIG. 48. In this example, it is determined that the lottery at the time of the first operation of the normal button 40 determines that the reach will not be achieved. In this case, in response to the operation of the normal button 40, as shown in FIG. 49(E), the left performance pattern EZ1 and the right performance pattern EZ3 are displayed as different types of performance patterns (for example, 4 and 8) while the center performance pattern EZ2 is displayed variably. This indicates that the reach has not been achieved. In addition, since the lottery for the achievement of the reach also includes a lottery for the vibration of the normal button 40, if the reach is not achieved, the performance control microcomputer 121 does not vibrate the normal button 40 (FIG. 49(E)).
[0356] Immediately after the first operation performance (FIG. 49(D)(E)) ends, the performance control microcomputer 121 again variably displays all performance symbols EZ1, EZ2, and EZ3 to execute the second operation performance (FIG. 49(F)). If the normal button 40 is operated in the second operation performance, a lottery is also held to see whether a reach will be established. In this example, it is assumed that the lottery held when the normal button 40 is operated for the second time also determines that a reach will not be established. Therefore, when the normal button 40 is operated in the second operation performance, as shown in FIG. 49(G), the left performance symbol EZ1 and the right performance symbol EZ3 are displayed as different types of performance symbols (e.g., symbol 3 and symbol 2), indicating that a reach has not been established, and the normal button 40 does not vibrate.
[0357] Immediately after the second operation performance (FIG. 49(F)(G)) ends, the performance control microcomputer 121 variably displays all the performance symbols EZ1, EZ2, and EZ3 again to execute the third operation performance (FIG. 49(H)). Even if the normal button 40 is operated in the third operation performance, a lottery is held to see whether a reach will be established. In this example, the lottery held when the normal button 40 is operated for the third time determines that a reach will be established. In this case, in response to the operation of the normal button 40, as shown in FIG. 50(A), the left performance symbol EZ1 and the right performance symbol EZ3 are displayed as stopped symbols of the same type (for example, 3 symbols) while the center performance symbol EZ2 is displayed variably, and the character image G84 of "Reach!" is displayed above the right performance symbol EZ3. This indicates that a reach has been established. In addition, when this reach is achieved, the performance control microcomputer 121 vibrates the normal button 40 (FIG. 50(A)). The achievement of this reach and the vibration of the normal button 40 suggest that the battle will progress to a non-transformation battle.
[0358] The reach-established challenge performance includes five opportunities to operate the normal button 40. Therefore, even after the performance symbols EZ1, EZ2, and EZ3 reach the reach state in the third operation performance (FIG. 49(H), FIG. 50(A)), the remaining two operation performances occur. Therefore, immediately after the third operation performance ends, the performance control microcomputer 121 executes the fourth operation performance as shown in FIG. 50(B) while displaying the performance symbols EZ1, EZ2, and EZ3 in the reach state. In the operation performance after the reach is established, an additional image G85, which is the text "Not yet," is added to the operation prompting image G81. This indicates to the player that the normal button 40 should be operated even after the reach is established.
[0359] If the normal button 40 is operated in the fourth operation performance, only a lottery is held to see whether or not to vibrate the normal button 40. In this example, it is assumed that the lottery held when the normal button 40 is operated the fourth time determines that the normal button 40 will not vibrate. In this case, even if the normal button 40 is operated, as shown in Fig. 50(C), images related to the operation performance, such as the operation prompting image G81, are simply hidden, and the normal button 40 does not vibrate.
[0360] Immediately after the fourth operation performance (FIG. 50(B)(C)), the performance control microcomputer 121 executes the fifth (last) operation performance as shown in FIG. 50(D) while displaying the performance symbols EZ1, EZ2, and EZ3 in the ready state. Even if the normal button 40 is operated in the fifth operation performance, a lottery is held to determine whether to vibrate the normal button 40. In this example, it is determined in the lottery held when the normal button 40 is operated for the fifth time that the normal button 40 is vibrated. In this case, in response to the operation of the normal button 40, the operation performance images such as the operation prompt image G81 are hidden and the normal button 40 is vibrated as shown in FIG. 50(E). The vibration of the normal button 40 after the ready state is established suggests to the player that there is a high probability of winning the jackpot. As shown in FIG. 48, the vibration of the normal button 40 after ...
Claims
1. A game control means for controlling the progress of the game, The game includes a performance control means capable of executing performances based on commands from the aforementioned game control means, The aforementioned performance control means is Following a symbol change in which a predetermined symbol indicating the result of the win / loss determination by the aforementioned game control means changes, a predetermined introductory sequence is performed, followed by a development sequence. Before performing the aforementioned introductory sequence, a suggestive sequence displaying a predetermined character will be performed. In the aforementioned introductory sequence, it is possible to perform a first sequence in which the character displayed in the suggestive sequence is displayed in a first display mode, or a second sequence in which the character displayed in the suggestive sequence is displayed in a second display mode. The aforementioned development sequence includes a first development sequence, a second development sequence that is more likely to result in a win than the first development sequence, and a third development sequence that is more likely to result in a win than the second development sequence. In a gaming machine in which the third development sequence is more likely to be executed after the execution of the introductory sequence when the second sequence is executed than when the first sequence is executed, The aforementioned performance control means is Based on the receipt of a specific command indicating that the variable ball entry device is controlled to a state that facilitates ball entry, a predetermined performance can be executed that suggests the variable ball entry device will enter a state that facilitates ball entry. A gaming machine characterized in that, if a symbol change that triggers the execution of the aforementioned development sequence is pending, or if a predetermined period of time has elapsed since the start of the symbol change, the predetermined sequence will not be executed even if the specific command is received.
2. The gaming machine according to Claim 1, It is possible to perform a specific animation that can derive any of a plurality of results, including a specific result and a non-specific result that is less favorable than the said specific result. Multiple types of decorative patterns, including specific decorative patterns that suggest the aforementioned non-specific result is easily derived, can be displayed in a variable manner. It is possible to set the display to either a specific performance mode in which a predetermined number of the specified decorative symbols are included in the variable display of the decorative symbols, or a non-specific performance mode in which a number greater than the predetermined number of the specified decorative symbols is included. A gaming machine characterized in that there are cases where the specific performance is performed in the specific performance mode and cases where the specific performance is performed in the non-specific performance mode.
3. A gaming machine according to Claim 2, The gaming machine is characterized in that, as the aforementioned specific performance, it may perform a high-probability performance in which a predetermined condition for controlling to a predetermined bonus state is met, or a low-probability performance in which a predetermined condition is met in which it is met.