Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-06-13
- Publication Date
- 2026-06-09
AI Technical Summary
Conventional gaming machines, such as pachinko machines, often execute specific performances only once during a special symbol variation and only in a normal gaming state, limiting player engagement and interest.
The gaming machine includes a setting mechanism to enable an advantageous gaming state, performance execution means to suggest a possible advantageous state, and specific performances that can be interrupted and resumed with an opening display, allowing for multiple executions of suggestive performances in different modes.
This enhances player interest by providing varied and engaging gaming experiences through multiple suggestive performances and improved interaction with the gaming machine.
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, gaming machines capable of executing a specific presentation that notifies a player that a predetermined presentation will be executed during a special chart variation presentation in a normal game state have been known (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-171227 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the gaming machine described in Patent Document 1, for example, a specific performance may be executed once during one special chart variation performance. Also, for example, a specific performance may be executed only during a normal game state. Therefore, there is room for improvement from the viewpoint of improving the entertainment value of the performance. [Means for solving the problem]
[0005] The gaming machine of the present invention is A setting means for setting an advantageous gaming state that is advantageous to a player; A performance execution means capable of executing a predetermined performance, The performance execution means includes: A suggestive effect can be executed to suggest that there is a possibility of the advantageous gaming state being entered, Prior to the suggestion performance, a specific performance including an opening display in a specific manner can be executed, The suggestive performance includes a first suggestive performance and a second suggestive performance, The specific performance includes a first specific performance that can be executed before the first suggested performance, and a second specific performance that can be executed before the second suggested performance, The first specific performance can be started at a first timing, The first specific performance started at the first timing is executed to completion, and the first specific performance started at the first timing is interrupted at a second timing during the execution of the first specific performance, and then the second specific performance is started accompanied by the opening display. Effect of the Invention
[0006] According to the present invention, it is possible to improve the entertainment value of the presentation. [Brief description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Diagram 5] 1A is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and FIG. 1B is a front view of the performance unit when the above-board movable device and the below-board movable device are in operation. [Figure 6] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 9] (A) is a winning determination table, (B) is a general game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 10](A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 11] This is a table for determining the fluctuation pattern of Special Chart 1. [Figure 12] This is a table for determining the fluctuation pattern of special chart 2. [Figure 13] This is a look-ahead determination table. [Figure 14] This is a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 18] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object performance. [Figure 22] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Diagram 23] 4 is a flowchart of a main control process. [Figure 24] 13 is a flowchart of a main-side timer interrupt process. [Diagram 25] 13 is a flowchart of a sub-control main process. [Figure 26] 13 is a flowchart of a sub-side timer interrupt process. [Figure 27] 1 is a jackpot game control table according to the first and second embodiments. [Figure 28] This is a special chart 1 fluctuation pattern determination table when the game state is not in a time-saving state in the first embodiment. [Figure 29](A) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the jackpot pattern 1, (B) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the jackpot pattern 2, and (C) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of a reach with a miss. [Diagram 30] This is a special chart 2 fluctuation pattern determination table when the game state is in a time-saving state in the first embodiment. [Diagram 31] (A) is a table showing the allocation rate of the special chart 2 fluctuation pattern selected in the case of the jackpot pattern 3, (B) is a table showing the allocation rate of the special chart 2 fluctuation pattern selected in the case of the jackpot pattern 4, (C) is a table showing the allocation rate of the special chart 2 fluctuation pattern selected in the case of the jackpot pattern 5, and (D) is a table showing the allocation rate of the special chart 2 fluctuation pattern selected in the case of a reach with a miss. [Diagram 32] An explanatory diagram showing a specific example of a first aspect of an SP reach according to the first and second embodiments. [Diagram 33] An explanatory diagram showing a specific example of a second type of SP reach according to the first and second embodiments. [Diagram 34] FIG. 11 is an explanatory diagram showing a specific example of a third mode of SP reach (full rotation reach) according to the first and second embodiments. [Diagram 35] This is an explanatory diagram showing a specific example of a normal preview performance of the first performance mode, among the preview performances when a special chart changes in the first embodiment. [Diagram 36] This is an explanatory diagram showing a specific example of a normal preview performance of the second performance mode, among the preview performances when the special chart changes in the first embodiment. [Figure 37] This is an explanatory diagram showing a specific example of a normal preview performance of the third performance mode, among the preview performances when the special chart changes in the first embodiment. [Figure 38] This is an explanatory diagram showing a specific example of a special preview performance of the second performance mode, among the preview performances when the special chart changes in the first embodiment. [Figure 39] This is an explanatory diagram showing a specific example of a special preview performance of the third performance mode, among the preview performances when the special chart changes in the first embodiment. [Diagram 40]An explanatory diagram showing a specific example of the icon preview performance according to the first and second embodiments. [Diagram 41] This is a table showing the allocation rate of whether or not to execute the icon preview performance in the first embodiment. [Diagram 42] 1 is an explanatory diagram showing specific examples of the first pattern change performance, the third pattern change performance, and the fifth pattern change performance among the pattern change performances according to the first embodiment. FIG. [Diagram 43] FIG. 2 is an explanatory diagram showing a specific example of a big win ending presentation according to the first and second embodiments. [Diagram 44] FIG. 13 is an explanatory diagram showing a specific example of a preview performance during a jackpot game. [Diagram 45] This is a special chart 1 fluctuation pattern determination table in the second embodiment when the game state is not in a time-saving state. [Diagram 46] (A) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the jackpot pattern 1, (B) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the jackpot pattern 2, and (C) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of a reach with a miss. [Figure 47] This is a special chart 2 fluctuation pattern determination table when the game state is in a time-saving state in the second embodiment. [Figure 48] (A) is a table showing the allocation rate of the special chart 2 fluctuation pattern selected in the case of the jackpot pattern 3, (B) is a table showing the allocation rate of the special chart 2 fluctuation pattern selected in the case of the jackpot pattern 4, (C) is a table showing the allocation rate of the special chart 2 fluctuation pattern selected in the case of the jackpot pattern 5, and (D) is a table showing the allocation rate of the special chart 2 fluctuation pattern selected in the case of a reach with a miss. [Figure 49] This is a table showing the allocation rate of whether or not to execute the icon preview performance in the second embodiment. [Figure 50] FIG. 11 is an explanatory diagram showing the flow of presentation in the second embodiment. [Figure 51] FIG. 11 is an explanatory diagram showing the flow of presentation in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, a first embodiment of the gaming machine of the present invention will be described in detail with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, in any of the flowcharts described later, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no contradiction occurs in the process contents.
[0009] 1. Structure of the gaming machine A pachinko game machine PY1, which is a first embodiment of the game machine of the present invention, will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 5. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. Furthermore, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.
[0010] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. The front door 23 includes a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game arcade, a player in front of the pachinko game machine PY1 can see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t may be a transparent glass plate, a transparent synthetic resin plate, etc. It is sufficient that the game area 6 can be seen from the front of the pachinko gaming machine PY1.
[0011] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0012] An operable first input device (hereinafter "normal button") 40 is provided forward of the upper tray 34 on the top surface of the lower decorative body 36. The normal button 40 is, for example, a button with a depression surface, a lever with a grip, etc. Also, an operable second input device (hereinafter "special button") 41 is provided on the right decorative body 32 formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 is, for example, a button with a depression surface, a lever with a grip, etc.
[0013] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed by protruding forward from the upper part of the surface of the front frame 23m. The speaker 52 is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front of the lower decorative body 36. Furthermore, a movable frame movable device 58 is attached to the upper side of the left and right edges of the front frame 23m as a performance device for the purpose of increasing the interest in the game. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.
[0014] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.
[0015] Next, the game board unit YU will be described mainly with reference to Figs. 2 to 5. The game board unit YU has a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.
[0016] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and other areas by the inner wall portion 1B and the outer wall portion 1C.
[0017] The play area 6 is an area where the game balls released by operating the handle 72k can flow down, and is provided for playing the pachinko game machine PY1. A large number of game nails (not shown) are protruding from the play area 6. The game nails form a path that appropriately guides the game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general winning opening 10, the gate 13, the first big winning opening 14, and the second big winning opening 15, which will be described later.
[0018] 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.
[0019] 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 a game ball into the first start hole 11 triggers the drawing of a first special symbol (hereinafter referred to as "special symbol 1") (obtaining and determining a random number related to special symbol 1, described below: hereinafter referred to as "special symbol 1 drawing") and the variable display of special symbol 1. In addition, when a game ball enters the first start hole 11, a predetermined number of game balls (for example, four) are paid out as prize balls.
[0020] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is usually (in a normal state) in a closed position where it is impossible or extremely difficult to insert a game ball into the second starting hole 12. Then, when a special state is entered, it moves to an open position where a game ball can be inserted into the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also called the "open state" of the second starting hole 12 or the electric chute 12D, and only when in the open state is it possible for a game ball to be inserted into the second starting hole 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also called the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, the second starting hole 12 or the electric chute 12D being in the "open state" is also called "the electric chute 12D opens," and the electric chute 12D being in the "closed state" is also called "the electric chute 12D closes."
[0021] The entry of a game ball into the second starting hole 12 triggers the drawing of a second special symbol (hereinafter referred to as "special symbol 2") (obtaining and determining a random number related to special symbol 2 described below: hereinafter referred to as "special symbol 2 drawing") and the variable display of special symbol 2. In addition, when a game ball enters the second starting hole 12, a predetermined number of game balls (for example, four balls) are paid out as prize balls.
[0022] Further, a general winning opening 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (for example, three) are paid out as prize balls.
[0023] 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.
[0024] In addition, the game area 6 is provided with a first special prize device 14D (hereinafter, also referred to as a "normal AT 14D") in which a first special prize hole 14 into which a game ball can enter is formed.
[0025] The first large prize winning device 14D is provided with a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first large prize winning opening 14 is opened and closed by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, and it is impossible or extremely difficult for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k operates in an open state, the game ball can enter the first large prize winning opening 14. In this way, the game ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in an open state. When a game ball enters the first large prize winning opening 14, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls.
[0026] In addition, the game area 6 is provided with a guide stage 12g that guides the game ball to the second starting port 12. The game ball rolling on the upper surface of the guide stage 12g can flow down toward the second starting port 12.
[0027] Further, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") in which a second large prize winning opening 15 into which a game ball can enter is formed. The second large prize winning device 15D is provided with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15, and it is impossible or extremely difficult for a game ball to enter the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in an open state, it becomes easy for a game ball to enter the second large prize winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also referred to as a "closed state". In this way, the second large prize winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large winning port 15, a predetermined number of gaming balls (for example, 14 balls) are paid out as prize balls.
[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, it is impossible or extremely difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16 after passing through the second large prize opening sensor 15a, and the game ball passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[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, 10R), the distribution solenoid 16s is energized and can be changed to the second state.
[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 special prize device 14D and the second special prize device 15D, so long as it does not interfere with the game.
[0035] In addition, at approximately the bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. In addition, the game board 1 is provided with a board lamp 54 that can emit light.
[0036] Incidentally, the game area 6 through which the game balls can flow can be divided into a left game area (first game area) on the left side of the center in the left-right direction, and a right game area (second game area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left game area is called "left hit". On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right game area is called "right hit". In the pachinko game machine PY1, the flow path through which the game ball can flow when the game ball is launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when the game ball is launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a large number of game nails, etc.
[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 gate 13, a first large winning port 14, and a second large winning port 15 are provided on the second flow path R2. Therefore, a player can aim to pass through the gate 13 or win the second start port 12, the first large winning port 14, or the second large winning port 15 by shooting a game ball so that it flows down the second flow path R2 with a right hit.
[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 in response to the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed in response to the entry of a game ball into the second starting hole 12. In the following description, the special chart 1 and the special chart 2 are collectively referred to as the special charts, and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as the special chart lottery. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.
[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 opening (first jackpot opening 14 and second jackpot opening 15) is opened.
[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 "■■■■■■■□". 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 (an example of numerical information or judgment information) for performing a special drawing lottery or the like may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. In the following, the various random numbers acquired by the game ball entering the first start hole 11 are referred to as "special drawing 1 related random numbers," and the various random numbers acquired by the game ball entering the second start hole 12 are referred to as "special drawing 2 related random numbers." Here, the special drawing 1 related random numbers are stored as special drawing 1 reserves in the special drawing 1 reserve memory unit 105a in the special drawing reserve memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reserves in the special drawing 2 reserve memory unit 105b in the special drawing reserve memory unit 105. It is possible to set an upper limit (for example, 4) for the number of reserved special drawings 1 (reserved number of special drawings 1) that can be stored in the reserved special drawing 1 storage unit 105a and the number of reserved special drawings 2 (reserved number of special drawings 2) that can be stored in the reserved special drawing 2 storage unit 105b. In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings", and the reserved number of special drawings 1 and the reserved number of special drawings 2 are collectively referred to as "reserved number of special drawings". In addition, the random numbers related to the special drawings 1 and the random numbers related to the special drawings 2 are collectively referred to as "random numbers related to the special drawings".
[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 as stopped, the normal map is displayed as a variable display for a predetermined variable time. The variable display of the normal map is, for example, a mode 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 as stopped (illuminated in a specific mode).
[0050] In the pachinko game machine PY1, when a game ball passes through the gate 13, a normal symbol random number (an example of numerical information or judgment information) for performing a normal symbol lottery may be obtained. This random number is stored in the normal symbol reserve memory unit 106 described below, on the condition that the variable display of the normal symbol or auxiliary play is not being performed. It is possible to set an upper limit (for example, 4) on the number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106. In the following, the normal symbol random number obtained when the game ball passes through the gate 13 is also referred to as a "normal symbol related random number."
[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 equipped with a display unit 50a that is configured with, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, or the like, and is capable of displaying patterns and the like.
[0053] The above-board movable device 55 is disposed forward of the display unit 50a, is movable along the display unit 50a, and includes a decorated above-board movable body 55k. The below-board movable device 56 is disposed forward of the display unit 50a, is movable along the display unit 50a, and includes a decorated below-board movable body 56k.
[0054] Fig. 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 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) (see Fig. 5(B)). 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 includes 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 (game progress), a performance control board (hereinafter referred to as "sub control board") 120 that controls performances such as game performances (special chart variable performance, reserve performance, big win game performance) according to the progress of the game by the main control board 100, customer waiting performance, and operation promotion performances that encourage operation during a period when the operation of the normal button 40 or the special button 41 is valid (operation valid period), and a payout control board 170 that controls payout of game balls, etc., on the rear side of the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit that controls the game. The sub-control board 120 can be positioned as a performance control unit that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. The performance control unit only needs to have at least the sub-control board 120 and be capable of controlling the game performance, customer waiting performance, and operation promotion performance using the performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, etc.).
[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 via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. A power switch 191 is also connected to the power supply board 190. The power supply is switched between on and off by turning the power switch 191 ON or OFF. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0058] As shown in Fig. 6, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0059] The game ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table, which will be described later. The game ROM 103 may be external. The game RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.
[0060] In addition, the main control board 100 is equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the game CPU 102 to clear the information stored in the game RAM 104.
[0061] The main control board 100 is connected to various sensors MS and various actuators MA via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.
[0062] The various sensors MS connected to the main control board 100 include a first start port sensor that detects a game ball that has entered the first start port 11, a second start port sensor that detects a game ball that has entered the second start port 12, a general prize port sensor that detects a game ball that has entered the general prize port 10, a gate sensor that detects a game ball that has passed through the gate 13, a first large prize port sensor that detects a game ball that has entered the first large prize port 14, a second large prize port sensor 15a that detects a game ball that has entered the second large prize port 15, a specific area sensor 16a that detects a game ball that has passed through the specific area 16 (entered the specific area 16), and a non-specific area sensor 17a that detects a game ball that has passed through the non-specific area 17 (entered the non-specific area 17). When each sensor detects a game ball, it outputs a signal according to the detection content to the main control board 100. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0063] The various actuators MA connected to the main control board 100 include an electric chute solenoid that drives the electric chute opening and closing member 12k of the electric chute 12D, a first large prize opening solenoid that drives the normal AT opening and closing member 14k of the first large prize device 14D, a second large prize opening solenoid that drives the VAT opening and closing member 15k of the second large prize device 15D, and a distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D. The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with play.
[0064] 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.
[0065] 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).
[0066] The payout control board 170 pays out prize balls or pays out loan balls using the prize ball payout device 73 or the loan ball payout device 74 based on signals from the game control microcomputer 101 or signals from the connected card unit CU. The number of game balls to be paid out is output to the payout control board 170.
[0067] The launching device 72 is also provided with a touch switch capable of detecting contact with the handle 72k (see FIG. 1) by a person such as a player. When the player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives the launch solenoid so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0068] 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.
[0069] 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.
[0070] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.
[0071] 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.
[0072] 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.
[0073] 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.).
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] The various actuators SA connected to the sub-control board 120 include motors that drive the above-board movable device 55, below-board movable device 56, frame movable device 58, etc., and can drive the motors to cause each movable device to perform a specified operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within the range that does not interfere with the game.
[0081] The various lamps SL connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, the emitted color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.
[0082] 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.
[0083] 3. Main games played on gaming machines Next, main games played on the pachinko gaming machine PY1 will be described with reference to FIGS.
[0084] 3-1. Games related to regular games First, the game related to the normal map will be explained. When the game ball that was shot passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 performs a variable display of the normal map (a static display after performing a variable display). Here, the statically displayed normal map includes a winning pattern and a losing pattern. The losing pattern of the normal map is also called a "losing normal map" to distinguish it from the losing pattern of the special map described later. When the winning pattern is statically displayed, the auxiliary game is executed, and the game related to the passage of the gate 13 is ended. On the other hand, when the losing normal map is statically displayed, the auxiliary game is not executed, and the game related to the passage of the gate 13 is ended. In addition, hereinafter, when the game ball passes through the gate 13 when the variable display of the normal map or the auxiliary game is not being performed, it is called "establishment of the normal map variation start condition".
[0085] When the pachinko game machine PY1 performs such a series of games (regular game lottery, variable display of regular game, auxiliary game), it acquires regular game-related random numbers when the regular game variation start condition is met. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 8(A). The regular game pattern random numbers are random numbers (judgment information) for making winning judgments. An appropriate range is set for each random number.
[0086] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not an auxiliary game is executed) using one or more hit determination tables as shown in FIG. 9(A). The hit determination table can be associated with a game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in a non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in a time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value (a normal pattern random number value) of the normal pattern random number is assigned to a hit or a miss, which is a result of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal pattern random number with the hit determination table to perform a hit determination of whether or not the hit is a hit. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed to perform a variable display of the normal pattern. If the result of the hit determination is a hit, the winning pattern is basically stopped and displayed in the variable display of the normal pattern. On the other hand, if the result of the winning judgment is a loss, the loss normal map is basically displayed in a static manner in the variable display of the normal map. Also, the probability of winning can be changed appropriately.
[0087] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern using one or more general map fluctuation pattern determination tables as shown in Figure 9 (B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.
[0088] The normal map fluctuation pattern determination table can be associated with the game state. That is, as the normal map fluctuation pattern determination table, it is possible to distinguish between a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in a non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in a time-saving state.
[0089] 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.
[0090] 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.
[0091] The auxiliary game includes various elements that constitute the auxiliary game (auxiliary game components), i.e., the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state. The pachinko game machine PY1 controls the auxiliary game using one or more auxiliary game control tables as shown in FIG. 9(C) based on the game state. The auxiliary game control tables are associated with the game state. Auxiliary game components are stored in each auxiliary game control table. The number of times the electric chute 12D opens and the opening time for each opening can be changed as appropriate.
[0092] The pachinko game machine PY1 can make the opening time of the electric chute 12D different between the auxiliary game in the non-time-saving state and the auxiliary game in the time-saving state. For example, in the auxiliary game in the non-time-saving state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get the game ball to enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-saving state is also called a "short opening auxiliary game". In the auxiliary game in the time-saving state, the electric chute 12D is opened for a second opening time longer than the first opening time (a time during which it is easy to get the game ball to enter the electric chute 12D (for example, 3.00 seconds)). In the following, the auxiliary game in the time-saving state is also called a "long opening auxiliary game".
[0093] 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.
[0094] 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 device 81b to notify the result of the special drawing for the 2nd drawing. 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, the jackpot game is not performed, and the game based on the winning is terminated.
[0095] 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.
[0096] When the pachinko game machine PY1 performs such a series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met, and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol change pattern random numbers, as shown in FIG. 8(B). The special symbol random numbers are random numbers for making jackpot judgments. The jackpot symbol type random numbers are random numbers for making jackpot symbol type judgments. The reach random numbers are random numbers for making reach judgments. The special symbol change pattern random numbers are random numbers for making special symbol change pattern judgments. An appropriate range is set for each random number. The random numbers are also called judgment information.
[0097] 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) using one or more jackpot determination tables as shown in Fig. 10(A). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether the state is the normal probability state or the high probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (a jackpot determination table for normal probability) and a jackpot determination table used in the high probability state (a jackpot determination table for high probability) as the jackpot determination table.
[0098] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss that are the results of the jackpot determination. The pachinko game machine PY1 checks the acquired special symbol random number against the jackpot determination table to determine whether it is a jackpot or a miss. As shown in FIG. 10(A), the high probability jackpot determination table has more special symbol random number determination values that are determined to be a jackpot than the normal probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as appropriate.
[0099] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of the jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate each type of jackpot symbol with the contents of the jackpot, in other words, the components of the jackpot consisting of the game benefits given to the player.
[0100] The jackpot symbol type determination table can be associated with the type of the special symbol that is variably displayed, in other words, with the type of the starting hole where the winning that caused the jackpot symbol type determination (that caused the jackpot symbol type determination) occurred. In other words, as the jackpot symbol type determination table, it is possible to distinguish between the jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of the special symbol 1 and the jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of the special symbol 2.
[0101] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of the jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is appropriately assigned to various jackpot symbols. Also, the allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of jackpot symbols can be appropriately increased or decreased.
[0102] For example, as shown in Fig. 10(B), the distribution rate of the jackpot pattern type by the jackpot pattern type determination for special chart 1 can be set to 50% for jackpot pattern X and 50% for jackpot pattern Y, and the distribution rate of the jackpot pattern type by the jackpot pattern type determination for special chart 2 can be set to 100% for jackpot pattern Z. In this way, it is possible to make the distribution rate of the jackpot pattern type different between the special chart 1 lottery performed when the game ball enters the first starting hole 11 and the special chart 2 lottery performed when the game ball enters the second starting hole 12.
[0103] 3-2-3. Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described later when the result of the jackpot judgment is a miss, using one or more reach judgment tables such as those shown in Figure 10 (C).
[0104] The reach judgment table can be associated with the game state. That is, as the reach judgment table, it is possible to distinguish between a reach judgment table used in a non-time-saving state (a reach judgment table for non-time-saving) and a reach judgment table used in a time-saving state (a reach judgment table for time-saving).
[0105] In each reach judgment table, the reach random number judgment value (reach random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 checks the acquired reach random number against the reach judgment table to judge whether the reach is reached or not (whether the reach occurs or not). As shown in FIG. 10(C), it is possible to make the number of reach random numbers judged as "reach is reached (reach occurs)" different between the non-time-saving reach judgment table and the time-saving reach judgment table. In the following, "reach is reached (reach occurs)" which is performed on the premise that the result of the jackpot judgment is "miss" is referred to as "reach with miss" and "no reach (reach does not occur)" is also referred to as "no reach miss".
[0106] 3-2-4. Special chart changes The special pattern change pattern judgment is a judgment for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using one or more special pattern change pattern judgment tables (special pattern change pattern judgment tables) as shown in Figs. 11 and 12, and is performed whether the result of the jackpot judgment is a jackpot or a miss. The special pattern change pattern is identification information for identifying predetermined items related to the special pattern change time and the performance flow (performance content) of the special pattern change performance described later. In addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance, the special pattern change pattern can include identification information related to the result of the jackpot judgment and the reach judgment. As the special pattern change pattern, it is possible to use multiple types of special pattern change patterns each with different identification information, and the number of them can be changed appropriately.
[0107] The special pattern variation pattern judgment table can be associated with the type of special pattern that performs the variable display to be judged, in other words, the type of starting gate where the winning caused by the special pattern variation pattern judgment was made. In other words, as the special pattern variation pattern judgment table, it is possible to distinguish between the special pattern variation pattern judgment table used when performing the variable display of special pattern 1 (special pattern 1 variation pattern judgment table: Figure 11) and the special pattern variation pattern judgment table used when performing the variable display of special pattern 2 (special pattern 2 variation pattern judgment table: Figure 12).
[0108] Each special chart fluctuation pattern determination table can also be associated with a game state. That is, as the special chart 1 fluctuation pattern determination table, it is possible to distinguish between the special chart 1 fluctuation pattern determination table used in the non-time-saving state (special chart 1 fluctuation pattern determination table for non-time-saving) and the special chart 1 fluctuation pattern determination table used in the time-saving state (special chart 1 fluctuation pattern determination table for time-saving). On the other hand, as for the special chart 2 fluctuation pattern determination table, it is also possible to distinguish between the special chart 2 fluctuation pattern determination table used in the non-time-saving state (special chart 2 fluctuation pattern determination table for non-time-saving) and the special chart 2 fluctuation pattern determination table used in the time-saving state (special chart 2 fluctuation pattern determination table for time-saving).
[0109] In addition, each special pattern change pattern determination table associated with the game state can be further associated with a jackpot determination result, a jackpot pattern type determination result, or a reach determination result. That is, the non-time-saving special pattern 1 change pattern determination table and the non-time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss. Similarly, the time-saving special pattern 1 change pattern determination table and the time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss.
[0110] Furthermore, each special chart 1 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 1 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 0 to 2 and a special chart 1 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. Also, each special chart 2 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 2 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 0 to 2 and a special chart 2 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4.
[0111] 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.
[0112] In addition, each special chart change pattern can be associated with a special chart change performance flow as shown in the second column from the right in the table of Figures 11 to 12.
[0113] As shown in the rightmost column of the table in Fig. 11-Fig. 12, the special chart variation pattern may be named in association with the special chart (the result of the jackpot determination) and the content of the special chart variation performance. For example, the special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, the special chart variation pattern in which an SP reach, which is a type of reach, occurs among reach-and-misses is called an "SP miss variation," the special chart variation pattern in which an L reach, which is a type of reach, occurs among reach-and-misses is called an "L miss variation," the special chart variation pattern in which the special chart variation performance ends with an N reach, which is a type of reach, among reach-and-misses is called an "N miss variation," and the special chart variation pattern related to no-reach misses is called a "normal miss variation."
[0114] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment using one or more look-ahead judgment tables as shown in FIG. 13 based on the acquired special symbol-related random number. The look-ahead judgment includes, for example, a judgment as to whether or not the special symbol random number is judged as a big win in the big win judgment, a judgment as to which big win symbol type the big win symbol type random number is determined to be in the big win symbol type judgment, and a judgment as to which special symbol variation pattern random number is determined to be in the special symbol variation pattern judgment. The look-ahead judgment table can be associated with the type of start port related to the start winning. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table (first look-ahead judgment table) in the case of winning in the first start port 11 and a look-ahead judgment table (second look-ahead judgment table) in the case of winning in the second start port 12.
[0115] The look-ahead judgment table can also be associated with the game state. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table used in a non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in a time-saving state (time-saving look-ahead judgment table).
[0116] In other words, the look-ahead judgment table can be distinguished between a first look-ahead judgment table used in a non-time-saving state, a first look-ahead judgment table used in a time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that it is possible to appropriately change what judgments are included in the look-ahead judgment.
[0117] 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)."
[0118] The elements (jackpot game components) constituting such a jackpot game include the number of rounds, the number of times the jackpot opening port (first jackpot opening port 14 or second jackpot opening port 15) is opened in each round, the type and opening time (opening pattern) of the jackpot opening for each opening, the time to close the jackpot opening until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in FIG. 14. The jackpot game control table stores jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games as the jackpot game.
[0119] For example, as shown in Fig. 14, from the 1st round to the 9th round, a round game is played in which the first large prize opening 14 is opened for a maximum of 29.5 seconds, or a round game is played in which the first large prize opening 14 is opened for a maximum of 0.1 seconds. Then, in the 10th round (final round), a round game is played in which the second large prize opening 15 is opened for a maximum of 29.5 seconds, or a round game is played in which the second large prize opening 15 is opened for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensor, the round game is ended even before the maximum opening time of the large prize openings 14, 15 has elapsed.
[0120] In addition, the number of times and the time for each element can be changed as appropriate. In addition, the big win game can be performed using both the first big win opening 14 and the second big win opening 15, or using only one of them.
[0121] Here, the specific area 16 will be described in detail. The specific area 16 can be in a closed state where a prize cannot be won and an open state where a prize can be won, by the distribution member 16k, so that the operation mode of the distribution member 16k can be called the opening and closing mode of the specific area 16. In the following, the operation mode of the distribution member 16k is also called the "opening and closing mode of the specific area 16". In this way, the distribution member 16k is controlled in a certain operation mode (the specific area 16 is in a certain opening and closing mode), and the difficulty (ease) of making the game ball enter the specific area 16 in the big win game is set by a combination of the certain operation mode of the distribution member 16k (the certain opening and closing mode of the specific area 16) and the opening and closing mode of the second big winning port 15 in the big win game. In the following, the specific area 16 being in an open state is also called "V opening".
[0122] For 15 seconds after the second large prize opening starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, it is easy for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. In this way, it is possible to execute a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which the game ball easily passes through the specific area 16 (hereinafter also referred to as "V passing"), and a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which the game ball cannot or has difficulty passing through the specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V short opening pattern is called a "V short jackpot".
[0123] 3-4. Game status Next, the game state will be explained. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state", "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" can be abbreviated to "low probability low base state", the "low probability high base game state" to "low probability high base state", the "high probability low base game state" to "high probability low base state", and the "high probability high base game state" to "high probability high base state". The game states include a state related to the probability of being determined as a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state.
[0124] The normal probability state is set in a "low probability low base game state" or a "low probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is normal. The high probability state is set in a "high probability low base game state" or a "high probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is higher than the normal probability. Therefore, it can be said that the high probability state is more advantageous to the player than the normal probability state. When the power is turned on for the first time in the pachinko game machine PY1, the normal probability state is set. Then, it is possible to switch from the normal probability state to the high probability state by winning a jackpot. For example, it is possible to switch to the high probability state by the game ball passing through the specific area 16 in a jackpot game. It is also possible to switch to the high probability state depending on the type of jackpot pattern. The high probability state can be switched from the high probability state to the normal probability state by performing a predetermined number of jackpot determinations without winning a jackpot, or by winning the next jackpot.
[0125] The non-time-saving state is set in a "low probability low base game state", a "high probability low base game state", or a "jackpot game state". The time-saving state is set in a "low probability high base game state" or a "high probability high base game state", and is a game state in which the opening time of the electric chute 12D in one auxiliary game is likely to be longer than in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.00 seconds) is longer than the opening time (e.g., 0.08 seconds) of the electric chute 12D in the non-time-saving state. In addition, in the time-saving state, it is also possible to make the special chart fluctuation pattern judgment using a special chart fluctuation pattern judgment table that is determined so that a special chart fluctuation pattern with a short special chart fluctuation time is selected more often than in the non-time-saving state (see Figures 11 to 12). As a result, in the time-saving state, the pace of consumption of the special chart reservation is faster, and effective winning (winning that can be stored as a special chart reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.
[0126] In addition, it is possible to make the general map variation time shorter in the time-saving state than in the non-time-saving state. For example, in the time-saving state, the general map variation time (5 seconds) is determined, which is shorter than the general map variation time (30 seconds) determined in the non-time-saving state. Therefore, the number of times the general map lottery is executed per unit time is greater in the time-saving state.
[0127] In addition, the time-saving state can be more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536). Therefore, the time-saving state is judged as a hit more times per unit time.
[0128] In this way, in the time-saving state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-saving state, and it becomes easier for game balls to enter the second starting hole 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot without significantly reducing the number of game balls in possession. Therefore, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.
[0129] When the pachinko game machine PY1 is first powered on, the non-time-saving state is set. Then, for example, the time-saving state can be set by winning a jackpot. The time-saving state can be changed from the time-saving state to the non-time-saving state by a predetermined number of jackpot determinations being made without winning a jackpot, or by winning the next jackpot.
[0130] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a prize, the normal map fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is more likely to be longer. Three points about the game related to the normal map are set to be advantageous to the player. However, the points set to be advantageous to the player may be only a part of these.
[0131] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is a "low probability low base game state" in which a normal probability state and a non-time-saving state are set. This game state is also called a "normal game state." In addition, in the "jackpot game state," a win determination is performed but a jackpot determination is not performed, so a non-time-saving state is set with the start of a jackpot game. In addition, it is possible to use all or only some of the game states described above for the game state.
[0132] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0133] 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.
[0134] The customer waiting performance mode can be set when the special chart change performance is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode indicating a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 16 (A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display 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. 16 (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 ("light amount setting"), and the frequency setting of the performance to be executed ("performance setting").
[0135] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "high probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 16 (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. 16 (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. 16 (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. Furthermore, each of the first to third normal presentation modes has a normal pre-stage presentation mode before the reach is established in the special chart variation presentation, and a normal post-stage presentation mode after the reach is established. In the normal pre-stage presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal post-stage presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.
[0136] The probability variation presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "high probability high base game state", and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variation presentation mode, for example, as shown in FIG. 16 (B-4), a background image (probability variation background image G105) representing the universe is displayed on the display unit 50a. Furthermore, the probability variation presentation mode includes a probability variation pre-stage presentation mode before the reach is established in the special chart variation presentation, and a probability variation post-stage presentation mode after the reach is established. In the probability variation pre-stage presentation mode, the probability variation background image G105 is displayed on the display unit 50a, while in the probability variation post-stage presentation mode, a dedicated background image according to the type of reach is displayed.
[0137] 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. 16 (B-5), a background image (time-saving background image G106) showing the sky is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a time-saving early presentation mode before the reach is established in the special chart variation presentation, and a time-saving late presentation mode after the reach is established. In the time-saving early presentation mode, the time-saving background image G106 is displayed on the display unit 50a, while in the time-saving late presentation mode, a dedicated background image according to the type of reach is displayed.
[0138] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, as shown in FIG. 16(C-1), a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display unit 50a. During the round of the jackpot game, as shown in FIG. 16(C-2), a round presentation is performed in which a round image G109 indicating the number of rounds and a prize ball number image G110 suggesting the number of prize balls paid out are displayed on the display unit 50a. During the ending of the jackpot game, as shown in FIG. 16(C-3), a jackpot ending presentation is performed in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 suggesting the total prize ball number paid out are displayed on the display unit 50a.
[0139] The types of presentation modes can be changed or added as appropriate.
[0140] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the change display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the change display of the special chart and the special chart lottery result (the jackpot determination result, the jackpot pattern type determination result, the reach determination result, and the special chart change pattern determination result). In the special chart change performance, the display unit 50a performs a change display of the performance pattern superimposed on a predetermined background image. The performance pattern is composed of, for example, number patterns of 1 to 9, and in the change display of the performance pattern, the performance pattern changes with the start of the change display of the special chart, and the performance pattern stops with the end of the change display of the special chart. That is, after the change display of the performance pattern is performed for the special chart change time, the change stops and the stop display of the performance pattern (main stop display) is performed. Then, the result of the special chart lottery is notified by the stop display of the performance pattern.
[0141] 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.
[0142] 4-2-1.Performance pattern display area As shown in Fig. 17(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.
[0143] Also, as shown in Fig. 17(A), a small symbol area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed. The small symbols KZ1, KZ2, and KZ3 are, for example, composed of number symbols 1 to 9.
[0144] In addition, in Figure 17 (A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the extent of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.
[0145] 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.
[0146] When the variable display of the special chart starts, for example, as shown in Fig. 17(A), the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 are displayed in a stopped state on the display unit 50a, and the left small pattern KZ1, the middle small pattern KZ2, and the right small pattern KZ3 are displayed in a stopped state, and the variable display of the special chart is not performed, and the variable display of the special chart is waiting, as shown in Fig. 17(B), the variable display of the performance patterns EZ1, EZ2, and EZ3 starts with the start, and the variable display of the small patterns KZ1, KZ2, and KZ3 starts. Note that "↓" in Fig. 17 indicates that the pattern is being displayed in a variable manner. And, when the special pattern of the variable display of the special pattern is, for example, "normal miss variation", as shown in Fig. 17(C-1), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stopping patterns, and then as shown in Fig. 17(D), the performance patterns EZ1, EZ2, and EZ3 stop in a stopping pattern suggesting a miss (so-called barakeme). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stopping pattern suggesting a miss. There are several types of stopping patterns suggesting a miss, such as "1·1·2" and "2·4·6", where the left and right patterns are not the same. On the other hand, when the special pattern of the variable display of the special pattern is a special pattern with a reach, such as "N miss variation", the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stopping mode (so-called reach eyes), as shown in Figure 17 (C-2), and a reach is established. At this time, the variable display of the small patterns KZ1, KZ2, and KZ3 continues, and a reach performance according to the special pattern variation pattern is performed. The stopping order and stopping mode of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.
[0147] 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.
[0148] In the N reach, as shown in FIG. 18(A), the reach-established state is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 18(B), the speed of change of the middle performance symbol EZ2 gradually slows down. Then, when the special symbol change pattern of the variable display of the special symbol is, for example, "N miss change," the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping state suggesting a reach miss (so-called reach miss eyes) as shown in FIG. 18(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping state suggesting a reach miss. There are several types of stopping states suggesting a reach miss, such as "7·6·7" and "5·3·5," in which the left and right symbols are the same and the middle symbol is different from the left and right symbols. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "N jackpot change," it is displayed in a stopping mode (so-called repeated numbers) that suggests a jackpot, as shown in FIG. 18 (C-2). There are several types of stopping modes that suggest a jackpot, such as "7·7·7" and "2·2·2," in which the left, right, and center symbols are the same. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopping mode that suggests a jackpot. Note that the performance content of the N reach is not limited to the gradual deceleration of the center performance symbol EZ2, and can be changed or added as appropriate.
[0149] 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.
[0150] In the SP reach, after the N reach, for example, as shown in FIG. 19(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. 19(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. 19(C-1), a performance suggesting a big win (for example, a display in which the main character is happy about winning the battle) is performed on the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stopping mode (so-called double numbers) that suggests a big win. At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping mode that suggests 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. 19 (C-2), a performance suggesting a miss (for example, a display of an enemy character rejoicing at winning a battle) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state suggesting a reach miss. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopped state suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.
[0151] Here, we will explain in detail the possibility (jackpot expectation) that the performance symbols EZ1, EZ2, 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 the N reach is set to 10% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," and the execution probability of the SP reach is set to 4% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," it is possible to set the jackpot expectation for the SP reach higher than that for the N reach. Furthermore, if SP reach A and SP reach B are made executable as SP reaches, and the execution probability of SP reach A is set to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," and the execution probability of SP reach B is set to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," then it is possible to set the jackpot expectation of SP reach B higher than that of SP reach A. In this way, it is possible to set the jackpot expectation by appropriately setting the execution probability according to the result of the jackpot determination.
[0152] 4-3. Hold icon display area As shown in FIG. 20(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.
[0153] In addition, in the vicinity of the reserved icon display area 50d, as shown in Fig. 20 (A), it is possible to provide the icon display area 50e consisting of one display area. The icon display area 50e can display the reserved icon TA that is the same as or different from the reserved icon HA in response to the start of the special chart variation performance.
[0154] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. In addition, the reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them.
[0155] 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.
[0156] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 20 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, as shown in Fig. 20 (C), and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation starts, as shown in FIG. 20(D), the reserve icon HA displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".
[0157] 4-4.Preview announcement performance The pachinko game machine PY1 can perform a pre-notification performance at any timing during the special chart variation performance. The pre-notification performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the input devices 40, 41, etc., and can suggest the result of the jackpot determination or the result of the special chart variation pattern determination.
[0158] 4-4-1. Movable object production The pachinko game machine PY1 can perform a movable body effect as a pre-notification 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.
[0159] In the movable body performance, for example, when the N reach progresses to the SP reach, as shown in FIG. 21(A), the on-board movable device 55 and the under-board movable device 56 are operated, and the on-board movable body 55k and the under-board movable body 56k move so as to overlap on the display unit 50a as seen by the player, suggesting the progress to the SP reach. At this time, an effect image is displayed in the space of the display unit 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in FIG. 21(B), the on-board movable body 55k and the under-board movable body 56k return to the normal standby state and progress to the SP reach. Note that the movable body performance is not limited to the suggestion of progress to 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.
[0160] 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 pre-notification performance. The operation performance is a performance in which the player operates the normal button 40 or the special button 41, and functions as a performance that makes the player expect a big win.
[0161] In the operation presentation, for example, in the SP reach, a period (button operation valid period) occurs during which the pressing operation of the special button 41 is valid, and with the occurrence of this button operation valid period, as shown in FIG. 22(A), a presentation (button operation promotion presentation) is performed to encourage the operation of the special button 41. In the button operation promotion presentation, a button operation promotion image G3 is displayed on the display unit 50a. The button operation promotion image G3 includes an image (special button image G31) imitating the special button 41, an image (press operation image G32) showing the operation mode of the special button 41 (i.e., pressing operation), and an image (operation valid period remaining time image G33) showing the remaining time of the button operation valid period. The operation valid period remaining time image G33 is composed of a roughly curved progress bar, and changes 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 button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated during the button operation valid period, the on-board movable device 55 is actuated as shown in Fig. 22(B), and the on-board movable body 55k moves to overlap the display unit 50a as seen by the player, suggesting the likelihood of a big win. Note that the operation presentation is not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate.
[0162] 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 pre-announcement performance. The pre-reading performance functions as a performance to suggest in advance the result of the special chart lottery for the special chart 1 reserve or the special chart 2 reserve.
[0163] In the pre-reading performance, for example, when the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 20(C). Also, when the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. Note that the pre-reading performance can be performed for both or either the special chart 1 reservation and the special chart 2 reservation. Also, it is not limited to the change in the display mode of the reservation icon HA, and it is possible to change or add it appropriately. For example, it is also possible to change the stop mode of the performance patterns EZ1, EZ2, and EZ3 in the special chart change performance.
[0164] 5. Game control by the game control microcomputer 101 Next, the control of a game by the game control microcomputer 101 will be described with reference to Figures 23 and 24. Note that counters, timers, buffers, etc. that appear in the control of a game by the game control microcomputer 101 described below are provided in the game RAM 104.
[0165] [1. Main control main processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads out the main control main processing program shown in Fig. 23 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). In the power-on processing, settings for permission to access the game RAM 104, settings for the game CPU 102, settings for the SIO, PIO, and CTC (circuit for managing interrupt time), etc. are performed.
[0166] Following the power-on process, interrupts are prohibited (S002), and normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the counter values of the various random numbers shown in Fig. 8(A) and Fig. 8(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, at least a part of each random number may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0167] 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).
[0168] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 24, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands and the like set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, and the like.
[0169] In the input process (S102) that follows the output process (S101), the game control microcomputer 101, for example, receives a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.
[0170] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 23. That is, the update process of the counter values of various random numbers shown in Fig. 8(A) and Fig. 8(B) is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0171] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, the normal action process, and the special action process will be described later.
[0172] Following the special operation process (S106), a sorting device control process for controlling the sorting device 16D is performed (S107).
[0173] Next, the game control microcomputer 101 executes other processes (S108) and ends the main timer interrupt process (S005). As other processes (S108), a power off monitoring process when the power is turned off, updating of a timer provided in the game RAM 104, etc. are performed. As other processes (S108), a payout control process is performed to pay out prize balls to a player. In the payout control process, a prize ball request signal is sent to the payout control board 170 in response to the entry of a game ball into each winning slot. In other words, the payout control board 170 pays out prize balls based on the prize ball request signal.
[0174] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process until the next interrupt pulse is input to the game CPU 102 (see FIG. 23), and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt process (S005). In the output process (S101) of the main side timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like that were set in the output buffer of the game RAM 104 in the previous main side timer interrupt process (S005).
[0175] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning hole sensor process, the gate sensor process, the second starting hole sensor process, the first starting hole sensor process, the first large winning hole sensor process, the second large winning hole sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0176] In the general winning hole sensor process, it is determined whether or not a gaming ball has been detected by the general winning hole sensor. Also, depending on the result of the process, a command for the general winning hole sensor is generated.
[0177] In the gate sensor process, it is determined whether or not a gaming ball has been detected by the gate sensor. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (e.g., four) are stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Also, a command for the gate sensor is generated according to the result of the process.
[0178] In the second start hole sensor process, it is determined whether or not the game ball is detected by the second start hole sensor. 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 big win pattern type random number counter, a reach random number counter, and a special pattern change pattern random number counter is acquired, and the acquired special pattern 2 related random number is stored in the special pattern 2 reserved memory unit 105b provided in the gaming RAM 104. The special pattern 2 reserved memory unit 105b has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 2 related random numbers are stored in order from the first area. Note that, if the special pattern 2 related random numbers are stored up to the nth area, the newly acquired special pattern 2 related random number is not stored. In addition, a second look-ahead judgment is performed using the acquired special pattern 2 related random number and the second look-ahead judgment table. In addition, depending on the result of the 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.
[0179] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor. When it is determined that a game ball is detected, a special pattern 1 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 1 related random number is stored in the special pattern 1 reserved memory unit 105a provided in the gaming RAM 104. The special pattern 1 reserved memory unit 105a has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 1 related random numbers are stored in order from the first area. Note that, if the special pattern 1 related random numbers are stored up to the nth area, the newly acquired special pattern 1 related random number is not stored. In addition, a first look-ahead judgment is performed using the acquired special pattern 1 related random number and the first look-ahead judgment table. In addition, depending on the result of the 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.
[0180] In the first big prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first big prize opening sensor. Also, a command for the first big prize opening sensor is generated according to the result of the process.
[0181] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor. Also, a command for the second large prize opening sensor is generated according to the result of the process.
[0182] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor, and a command for the specific area sensor is generated according to the result of the process.
[0183] [2-2. Normal operation process] In the normal operation process (S105), normal symbol waiting 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.
[0184] 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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] [2-3. Special Action Processing] In the special operation process (S106), the following processes are sequentially performed: special symbol waiting process, special symbol variation process, special symbol determination process, big win game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0189] [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.
[0190] In the special symbol 2 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special symbol random number among the special symbol 2 related random numbers stored in the first area of the special symbol 2 reserved memory unit 105b and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of the jackpot symbol, using the jackpot symbol type random number among the special symbol 2 related random numbers and the special symbol 2 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. Also, if the result of the jackpot determination is a miss, a symbol designation command representing a miss is generated.
[0191] The special chart 2 variation pattern determination process is a process performed after the special chart 2 determination process. In the special chart 2 variation pattern determination process, the special chart 2 variation pattern is determined using the special chart variation pattern random number among the special chart 2 related random numbers stored in the first area of the special chart 2 reservation storage unit 105b and the special chart 2 variation pattern table according to the current game state. The determination of the special chart 2 variation pattern is also associated with the number of special chart 2 related random numbers (special chart 2 reservation number) stored in the special chart 2 reservation storage unit 105b. Then, a special chart 2 variation start command representing the determined special chart 2 variation pattern is generated. The special chart 2 variation start command includes information that it is a special chart 2, information about the result of the jackpot determination, information about the result of the reach determination, information about the special chart variation time associated with the special chart 2 variation pattern, and the like. Then, the special chart 2 display unit 81b is caused to start variable display of the special chart 2 based on the special chart variation time associated with the determined special chart 2 variation pattern.
[0192] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted by one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were obtained. Then, a special chart 2 reserved number command is generated that represents the special chart 2 reserved number after the process.
[0193] In the special chart 1 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 1 related random numbers stored in the first area of the special chart 1 reserved memory unit 105a and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 1 related random numbers and the special chart 1 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern designation command representing a miss is generated.
[0194] The special chart 1 variation pattern determination process is a process performed after the special chart 1 determination process. In the special chart 1 variation pattern determination process, the special chart 1 variation pattern is determined using the special chart variation pattern random number among the special chart 1 related random numbers stored in the first area of the special chart 1 reservation storage unit 105a and the special chart 1 variation pattern table according to the current game state. The determination of the special chart 1 variation pattern is also associated with the number of special chart 1 related random numbers (special chart 1 reservation number) stored in the special chart 1 reservation storage unit 105a. Then, a special chart 1 variation start command representing the determined special chart 1 variation pattern is generated. The special chart 1 variation start command includes information about being a special chart 1, information about the result of the jackpot determination, information about the result of the reach determination, information about the result of the jackpot type determination, information about the special chart variation time associated with the special chart 1 variation pattern, and the like. Then, the special chart 1 display unit 81a is caused to start variable display of the special chart 1 based on the special chart variation time associated with the determined special chart 1 variation pattern.
[0195] 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.
[0196] In this embodiment, when both the special drawing 2 reserved number and the special drawing 1 reserved number exist, the special drawing 2 determination process is performed with priority, and the variable display of special drawing 2 and the variable display of special drawing 1 are not performed in parallel.
[0197] [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.
[0198] [2-3-3. Special design confirmation process] The special pattern determination process is a process performed when the special pattern is stopped. In the special pattern determination process, if the currently stopped special pattern is a jackpot pattern, the game is transitioned to a jackpot game state. Then, an opening command indicating the start of a jackpot game is generated. The opening command includes information regarding the result of the jackpot type determination. If the currently stopped special pattern is a losing pattern and the high probability state is to be terminated, a normal probability state is set. Then, a high probability end command indicating a transition to a normal probability state is generated. If the currently stopped special pattern is a losing pattern and the time-saving state is to be terminated, a non-time-saving state is set. Then, a time-saving end command indicating a transition to a non-time-saving state is generated. Note that if the currently stopped special pattern is a losing pattern and the number of reserved special patterns 2 and the number of reserved special patterns 1 are "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is generated.
[0199] [2-3-4. Jackpot game control processing] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, a jackpot game is played using a jackpot game control table. After transition to the jackpot game state, each round game is started according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round game is generated. Also, an ending is started according to the end of the final round game. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot type determination.
[0200] [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.
[0201] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.
[0202] 6. Control of the performance by the performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Fig. 25 and Fig. 26. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.
[0203] [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. 25 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.
[0204] Next, interrupts are prohibited (S4002), and random number seed update processing is executed (S4003). In the random number seed update processing (S4003), the values of various random number counters for determining various effects are updated to make judgments regarding various effects. As an example, the method of updating the random number counters for determining various effects can be the same as the normal and special symbol main random number update processing performed by the main control board 100 described above. When updating, the random number values may be added by 2 instead of by 1. This is also the case with the normal and special symbol main random number update processing performed by the main control board 100 described above.
[0205] When the random number seed update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that receives the command displays an image on the display unit 50a according to the received command (executes various performances using images). 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 using sound), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light emission performances using light), and operates the movable devices 55, 56, and 58 (executes various movable body performances using movements).
[0206] The performance control microcomputer 121 then permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the interrupts are permitted, reception interrupt processing (S4010) and sub-side timer interrupt processing (S4011) can be executed.
[0207] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011).
[0208] [2. Sub timer interrupt processing] The sub-side timer interrupt processing (S4011) is executed each time an interrupt pulse with a predetermined period (for example, 1 msec period) is input to the sub-control board 120. As shown in Fig. 26, the sub-side timer interrupt processing (S4011) sequentially executes input processing (S4101), light emission data output processing (S4102), movable device control processing (S4103), watchdog timer processing (S4104), received command analysis processing (S4105), performance timer update processing (S4106), sound control processing (S4107), and performance data creation processing (S4108).
[0209] In the input process, the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, is detected. In the light emission data output process, light emission data is output to the lamp control circuit 151 to light up lamps such as the frame lamp 53 and the board lamp 54 at a timing that matches the image-based performance, etc., based on the performance data created in the performance data creation process described later. In other words, the performance control microcomputer 121 causes the frame lamp 53, the board lamp 54, etc. to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, drive data is output to perform a movable body performance that operates the movable devices 55, 56, 58, etc. at a predetermined timing based on the performance data created in the performance data creation process. In other words, the performance control microcomputer 121 performs a movable body performance that operates the movable devices 55, 56, 58, etc. in a predetermined operation mode according to the drive data. In the watchdog timer process, the watchdog timer is reset.
[0210] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selection of a performance, setting of a performance mode, setting of a command, etc.) is carried out. In the performance timer update process, a timer for measuring the time related to each performance is updated. In the audio control process, audio data (data for controlling the audio output from the speaker 52) is created and output to the audio control circuit 161 based on the processing result of the received command analysis process. In the performance data creation process, performance data is created based on the processing result of the received command analysis process.
[0211] 7. Description of Features of the First Embodiment The features of the pachinko gaming machine PY1 of the first embodiment will be described in further detail below.
[0212] 7-1. Jackpot game First, the jackpot game of this embodiment will be further described with reference to FIG. 27. The game ROM 103 of this embodiment stores a jackpot game control table shown in FIG. 27. The game control microcomputer 101 can execute a jackpot game using the jackpot game control table shown in FIG. 27. The jackpot game of this embodiment includes "jackpot game 1", "jackpot game 2", "jackpot game 3", "jackpot game 4" and "jackpot game 5" as shown in FIG. 27.
[0213] "Jackpot Game 1" is a jackpot game that is executed when the result of the jackpot determination in the special chart 1 determination process by the game control microcomputer 101 is "jackpot" and the result of the jackpot pattern type determination is "jackpot pattern 1." The allocation rate of "jackpot pattern 1" in the special chart 1 determination process is "65%" (see FIG. 27). In "jackpot game 1," four rounds of play are played. Each round of play involves the opening of the first big prize winning port 14 for a maximum of 29.5 seconds.
[0214] "Big Win Game 2" is a big win game that is executed when the result of the big win judgment in the special chart 1 judgment process by the game control microcomputer 101 is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 2". The allocation rate of "Big Win Symbol 2" in the special chart 1 judgment process is "35%" (see FIG. 27). In "Big Win Game 2", like the above "Big Win Game 1", four round games are played with the first big winning hole 14 opening for a maximum of 29.5 seconds.
[0215] "Big Win Game 3" is a big win game that is executed when the result of the big win judgment in the special chart 2 judgment process by the game control microcomputer 101 is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 3". The allocation rate of "Big Win Symbol 3" in the special chart 2 judgment process is "50%" (see FIG. 27). In "Big Win Game 3", 10 round games are played with the first big winning hole 14 opening for a maximum of 29.5 seconds.
[0216] "Big Win Game 4" is a big win game that is executed when the result of the big win judgment in the special chart 2 judgment process by the game control microcomputer 101 is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 4". The allocation rate of "Big Win Symbol 4" in the special chart 2 judgment process is "15%" (see FIG. 27). In "Big Win Game 4", four round games are played with the first big winning hole 14 opening for a maximum of 29.5 seconds.
[0217] "Big Win Game 5" is a big win game that is executed when the result of the big win judgment in the special chart 2 judgment process by the game control microcomputer 101 is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 5". The allocation rate of "Big Win Symbol 5" in the special chart 2 judgment process is "35%" (see FIG. 27). In "Big Win Game 5", like the above "Big Win Game 4", four round games are played with the first big winning hole 14 opening for a maximum of 29.5 seconds.
[0218] In this embodiment, the "jackpot game 3" with 10 rounds of play is more advantageous to the player than the "jackpot game 1" and "jackpot game 2" with 4 rounds of play, or the "jackpot game 4" and "jackpot game 5" with 4 rounds of play. In other words, the jackpot game state in which the "jackpot game 3" is executed is more advantageous to the player than the jackpot game states in which the "jackpot game 1", "jackpot game 2", "jackpot game 4" or "jackpot game 5" is executed.
[0219] In addition, in this embodiment, after the execution of "jackpot game 1", "jackpot game 2", "jackpot game 3", "jackpot game 4" and "jackpot game 5", the game state is set to a time-saving state ("low probability high base game state" or "high probability high base game state") (see Figure 27).
[0220] Furthermore, after "jackpot game 1", "jackpot game 3" and "jackpot game 4" are executed, the gaming state is set to a high probability state ("high probability high base gaming state") (see FIG. 27).
[0221] On the other hand, after the execution of "jackpot game 2" and "jackpot game 5", the gaming state is set to a low probability state ("low probability high base gaming state") (see FIG. 27).
[0222] In this embodiment, the "high probability high base game state" can be continued until the next jackpot game is executed, and the "low probability high base game state" can be continued until the number of variable displays of the special chart reaches 100 times. Therefore, it can be said that "jackpot game 1", "jackpot game 3" and "jackpot game 4" which are set to the "high probability high base game state" after the jackpot game are more advantageous to the player than "jackpot game 2" and "jackpot game 5" which are set to the "low probability high base game state" after the jackpot game. In other words, the jackpot game state in which "jackpot game 1", "jackpot game 3" or "jackpot game 4" is executed is more advantageous to the player than the jackpot game state in which "jackpot game 2" or "jackpot game 5" is executed.
[0223] Furthermore, in this embodiment, when the result of the jackpot determination is a "jackpot," a special chart variable performance accompanied by a variable display of the relevant special chart (special chart 1, special chart 2) causes three performance patterns EZ1, EZ2, and EZ3 containing predetermined numbers (in this embodiment, the numbers "1," "2," "3," "4," "5," "6," "7," or "8") to be displayed stopped (main stop display) on display unit 50a.
[0224] And, when the result of the jackpot pattern type judgment in the special pattern 1 judgment process is "jackpot pattern 1", in the special pattern variable performance accompanying the variable display of the special pattern 1, the performance patterns EZ1, EZ2, EZ3 containing one kind of odd numbers (numbers "1", "3", "5" or "7") may be displayed in a main stop in three sets, and the performance patterns EZ1, EZ2, EZ3 containing one kind of even numbers (numbers "2", "4", "6" or "8") may also be displayed in a main stop in three sets. On the other hand, in the case of "jackpot pattern 2", the performance patterns EZ1, EZ2, EZ3 containing one kind of even numbers are not displayed in a main stop in three sets, but rather the performance patterns EZ1, EZ2, EZ3 containing one kind of odd numbers.
[0225] Therefore, when the special chart changing performance accompanying the variable display of special chart 1 displays the performance patterns EZ1, EZ2, and EZ3 as a set of three that include odd numbers, the player can know that he or she has won "jackpot pattern 1."
[0226] In addition, when the result of the jackpot pattern type determination in the special pattern 2 determination process is "jackpot pattern 3", the special pattern variable performance accompanying the variable display of the special pattern 2 will display the performance patterns EZ1, EZ2, and EZ3 containing the number "7" in a set of three. On the other hand, in the case of "jackpot pattern 4", the performance patterns EZ1, EZ2, and EZ3 containing one type of odd number other than "7" may be displayed in a set of three, and the performance patterns EZ1, EZ2, and EZ3 containing one type of even number may also be displayed in a set of three. In addition, in the case of "jackpot pattern 5", the performance patterns EZ1, EZ2, and EZ3 containing one type of even number will be displayed in a set of three.
[0227] Therefore, when the special pattern variation effect accompanying the variable display of the special pattern 2 displays the performance patterns EZ1, EZ2, and EZ3 as a set of three including the number "7", the player can understand that he has won "jackpot pattern 3". Furthermore, when the special pattern variation effect accompanying the variable display of the special pattern 2 displays the performance patterns EZ1, EZ2, and EZ3 as a set of three including one odd number other than the number "7", the player can understand that he has won "jackpot pattern 4".
[0228] 7-2. Special chart change pattern Next, the special chart variation pattern of this embodiment will be further explained based on Figures 28, 29, 30 and 31.
[0229] 7-2-1. Special Chart 1 Variation Pattern In the game ROM 103 of this embodiment, in addition to the special chart 1 variation pattern determination table shown in Fig. 11, the special chart 1 variation pattern determination table shown in Fig. 28 is stored. The special chart 1 variation pattern determination table shown in Fig. 28 is used when the game state is a non-time-saving state, that is, a "low probability low base game state". On the other hand, the special chart 1 variation pattern determination table shown in Fig. 11 is used when the game state is a time-saving state.
[0230] In the special chart 1 variation pattern determination process, the game control microcomputer 101 determines the special chart 1 variation pattern based on the result of the big win determination, the result of the big win pattern type determination, and the special chart variation pattern random number. Which special chart 1 variation pattern is determined depends on the special chart variation pattern random number.
[0231] Specifically, in the non-time-saving state, when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination (the pattern stopped and displayed on the special pattern display 81) is "jackpot pattern 1," there are 18 types of special pattern 1 variation patterns, from "P21" to "P38" (see Figure 28).
[0232] The special chart change pattern "P21" is a special chart change pattern in which an SP reach is made after a normal change and a reach. In part of the normal change of this special chart change pattern, the "normal notice performance of the first performance mode" described below is performed. In addition, in the reach of this special chart change pattern, the same performance patterns containing odd numbers are temporarily stopped and displayed as the left performance pattern EZ1 and the right performance pattern EZ3. Furthermore, the performance mode of the SP reach of this special chart change pattern is the "first mode (described below)". Finally, the performance patterns EZ1, EZ2, and EZ3 are displayed in a set of three and finally stopped. This special chart change pattern "P21" is called the "Special 1 1st SP jackpot change" of the special chart 1 change pattern.
[0233] The special pattern change pattern "P22" is a special pattern change pattern in which the "first pattern change effect" described below is performed after going through normal changes, reaches, and SP reaches that include the "first effect mode normal notice effect" as a part of the special pattern change pattern. In the reach of this special pattern change pattern, the same effect patterns that include even numbers are temporarily stopped and displayed as the left effect pattern EZ1 and the right effect pattern EZ3. In addition, the effect mode of the SP reach of this special pattern change pattern is the "first mode" as with the above "P21". This special pattern change pattern "P22" is called the "special 1 second SP jackpot change" of the special pattern change pattern 1.
[0234] The special pattern change pattern "P23" is a special pattern change pattern that includes a normal change that includes the "normal notice performance of the first performance mode", a reach using a performance pattern that includes an even number, and an SP reach, followed by the "5th pattern change performance" described below. The performance mode of the SP reach of this special pattern change is the "1st mode" like the above "P21" and "P22". This special pattern change pattern "P23" is called the "Special 1 3rd SP jackpot change" of the special pattern change pattern 1.
[0235] The special chart variation pattern "P24" is a special chart variation pattern in which, like the above "P21", a normal variation and a reach using a performance pattern including odd numbers are followed by an SP reach. However, it differs from the above "P21" in that the normal variation involves the "normal notice performance of the second performance mode" described below, and the performance mode of the SP reach is the "second mode (described below)". This special chart variation pattern "P24" is called the "Special 1 4th SP jackpot variation" of the special chart 1 variation pattern.
[0236] The special chart variation pattern "P25" is a special chart variation pattern in which an SP reach is made after a normal variation that includes a "normal notice performance of the third performance mode". The performance mode of the SP reach of this special chart variation pattern is the "third mode (described below)". Specifically, the SP reach of this third mode is the so-called "full rotation reach". This special chart variation pattern "P25" is called the "Special 1 5th SP jackpot variation" of the special chart 1 variation pattern.
[0237] The special chart variation pattern "P26" is a special chart variation pattern in which, like the above "P21", a normal variation and a reach using a performance pattern including odd numbers are followed by an SP reach. However, it differs from the above "P21" in that the normal variation involves a "special notice performance of the first performance mode" described below, and the performance mode of the SP reach is the "second mode (described below)". This special chart variation pattern "P26" is called the "Special 1 6th SP jackpot variation" of the special chart 1 variation pattern.
[0238] The special pattern change pattern "P27" is a special pattern change pattern in which the "1st pattern change performance" is performed after a normal change including the "1st performance mode special notice performance", a reach using a performance pattern including an even number, and an SP reach. The performance mode of the SP reach is the "2nd mode" as in the above "P26". This special pattern change pattern "P27" is called the "Special 1 7th SP jackpot change" of the special pattern 1 change pattern.
[0239] The special pattern change pattern "P28" is a special pattern change pattern in which the "5th pattern change performance" is performed after a normal change including the "1st performance mode special notice performance", a reach using a performance pattern including an even number, and an SP reach. The performance mode of the SP reach is the "2nd mode" like the above "P26" and "P27". This special pattern change pattern "P28" is called the "Special 1 8th SP jackpot change" of the special pattern 1 change pattern.
[0240] The special chart variation pattern "P29" is a special chart variation pattern in which, like the above "P21", a normal variation and a reach using a performance pattern including odd numbers are followed by an SP reach. However, it differs from the above "P21" in that the normal variation involves a "special notice performance of the second performance mode" described below, and the performance mode of the SP reach is the "second mode (described below)". This special chart variation pattern "P29" is called the "Special 1 9th SP jackpot variation" of the special chart 1 variation pattern.
[0241] The special pattern change pattern "P30" is a special pattern change pattern in which the "first pattern change performance" is performed after a normal change including the "second performance mode special notice performance", a reach using a performance pattern including an even number, and an SP reach. The performance mode of the SP reach is the "second mode" as in the above "P29". This special pattern change pattern "P30" is called the "special 1 10th SP jackpot change" of the special pattern 1 change pattern.
[0242] The special pattern change pattern "P31" is a special pattern change pattern in which the "5th pattern change performance" is performed after a normal change including the "special notice performance of the 2nd performance mode", a reach using a performance pattern including an even number, and an SP reach. The performance mode of the SP reach is the "2nd mode" like the above "P29" and "P30". This special pattern change pattern "P31" is called the "Special 1 11th SP jackpot change" of the special pattern 1 change pattern.
[0243] The special chart variation pattern "P32" is a special chart variation pattern in which the SP reach is performed after a normal variation that includes a "special notice performance of the third performance mode". The performance mode of the SP reach of this special chart variation pattern is "the third mode (described later)". This special chart variation pattern "P32" is called the "Special 1 12th SP jackpot variation" of the special chart 1 variation pattern.
[0244] The special chart variation pattern "P33" is a special chart variation pattern in which, after the normal variation, a reach using a performance pattern containing odd numbers and an N reach are followed by an SP reach. In the normal variation of this special chart variation pattern, neither the normal notice performance (first performance mode, second performance mode, third performance mode) nor the special notice performance (first performance mode, second performance mode, third performance mode) described below is performed. This special chart variation pattern "P33" is called the "Special 1 13th SP jackpot variation" of the special chart 1 variation pattern.
[0245] The special chart change pattern "P34" is a special chart change pattern in which the "1st pattern change performance" is performed after the normal change that does not include various notice performances (normal notice performance, special notice performance), the reach using the performance pattern including even numbers, the N reach and the SP reach. This special chart change pattern "P34" is called the "Special 1 14th SP jackpot change" of the special chart 1 change pattern.
[0246] The special chart change pattern "P35" is a special chart change pattern in which the "5th pattern change performance" is performed after the normal change that does not include various notice performances (normal notice performance, special notice performance), the reach using the performance pattern including even numbers, the N reach and the SP reach. This special chart change pattern "P35" is called the "Special 1 15th SP jackpot change" of the special chart 1 change pattern.
[0247] The special chart variation pattern "P36" is a special chart variation pattern in which a normal variation that does not include various notice performances (normal notice performances, special notice performances), and a reach using a performance pattern that includes an odd number are followed by an N reach. This special chart variation pattern "P36" is called the "1st N jackpot variation" of the special chart 1 variation pattern.
[0248] The special chart change pattern "P37" is a special chart change pattern in which the "1st pattern change performance" is performed after a normal change that does not include various notice performances (normal notice performance, special notice performance), a reach using a performance pattern that includes an even number, and an N reach. This special chart change pattern "P37" is called the "2nd N jackpot change" of the special chart 1 change pattern.
[0249] The special chart change pattern "P38" is a special chart change pattern in which the "5th pattern change performance" is performed after a normal change that does not include various notice performances (normal notice performance, special notice performance), a reach using a performance pattern that includes an even number, and an N reach. This special chart change pattern "P38" is called the "3Nth jackpot change" of the special chart 1 change pattern.
[0250] In addition, in the non-time-saving state, when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination (the pattern stopped and displayed on the special pattern display 81) is "jackpot pattern 2," there are six types of special pattern 1 change patterns, namely "P39" to "P44" (see Figure 28).
[0251] The special pattern change pattern "P39", like the above "P23", is a special pattern change pattern in which the "5th pattern change effect" is performed after the normal change that includes the "normal notice effect of the 1st effect mode" described below, the reach using the effect pattern including an even number, and the SP reach. The effect mode of the SP reach is the "1st mode (described below)". This special pattern change pattern "P39" is called the "Special 1 16th SP jackpot change" of the special pattern 1 change pattern.
[0252] The special pattern change pattern "P40" is a special pattern change pattern in which the "5th pattern change performance" is performed after the normal change that includes the "normal notice performance of the second performance mode" described below, the reach using the performance pattern including an even number, and the SP reach. The performance mode of the SP reach is the "2nd mode (described below)". This special pattern change pattern "P40" is called the "Special 1 17th SP jackpot change" of the special pattern 1 change pattern.
[0253] The special pattern change pattern "P41", like the above "P28", is a special pattern change pattern in which the "5th pattern change effect" is performed after the normal change including the "1st effect mode special notice effect" described below, the reach using the effect pattern including an even number, and the SP reach. The SP reach effect is the "2nd mode (described below)". This special pattern change pattern "P41" is called the "Special 1 18th SP jackpot change" of the special pattern 1 change pattern.
[0254] The special pattern change pattern "P42", like the above "P31", is a special pattern change pattern in which the "5th pattern change effect" is performed after the normal change including the "special notice effect of the second effect mode" described below, the reach using the effect pattern including an even number, and the SP reach. The effect mode of the SP reach is the "2nd mode (described below)". This special pattern change pattern "P42" is called the "Special 1 19th SP jackpot change" of the special pattern 1 change pattern.
[0255] The special chart change pattern "P43", like the above "P35", is a special chart change pattern in which the "5th pattern change performance" is performed after the normal change that does not include various notice performances (normal notice performance, special notice performance), the reach using the performance pattern including even numbers, the N reach and the SP reach. This special chart change pattern "P43" is called the "Special 1 20th SP jackpot change" of the special chart 1 change pattern.
[0256] The special chart change pattern "P44", like the above "P38", is a special chart change pattern in which the "5th pattern change performance" is performed after a normal change that does not include various notice performances (normal notice performance, special notice performance), a reach using a performance pattern that includes an even number, and an N reach. This special chart change pattern "P44" is called the "4th N jackpot change" of the special chart 1 change pattern.
[0257] In addition, in the non-time-saving state, when the result of the jackpot judgment is a "miss" (i.e., the pattern stopped and displayed on the special chart display 81 is a missing pattern) and the result of the reach judgment is "reach available", there are four types of special chart 1 change patterns: "P45" to "P48" (see Figure 28).
[0258] The special chart variation pattern "P45" is a special chart 1 variation pattern corresponding to the "miss" of the above "P21", "P22", "P23" and "P39". That is, after the normal variation and reach, which includes the "normal notice performance of the first performance mode" described later, the SP reach is performed, and then the performance patterns EZ1, EZ2, and EZ3 are displayed in a stop mode that suggests a miss. In the reach of this special chart variation pattern, the left performance pattern EZ1 and the right performance pattern EZ3 are the same among the performance patterns including odd numbers, or the same among the performance patterns including even numbers, and are displayed temporarily. In addition, the performance mode of the SP reach is the "first mode (described later)". This special chart variation pattern "P45" is called the "special 1 first SP miss variation" of the special chart 1 variation pattern.
[0259] The special chart variation pattern "P46" is a special chart 1 variation pattern corresponding to the "miss" of the above "P24" and "P40". That is, after the normal variation and reach, which includes the "normal notice performance of the second performance mode" described later, the SP reach is performed, and then the performance patterns EZ1, EZ2, and EZ3 are displayed in a stop mode that suggests a miss. In the reach of this special chart variation pattern, the left performance pattern EZ1 and the right performance pattern EZ3 are the same among the performance patterns including odd numbers, or the same among the performance patterns including even numbers, and are displayed temporarily. In addition, the performance mode of the SP reach is the "second mode (described later)". This special chart variation pattern "P46" is called the "Special 1 second SP miss variation" of the special chart 1 variation pattern.
[0260] The special chart variation pattern "P47" is a special chart 1 variation pattern corresponding to the "miss" of the above "P33", "P34", "P35" and "P43". That is, after the normal variation that does not include various notice performances (normal notice performances, special notice performances), the reach and N reach, the SP reach is performed, and then the performance patterns EZ1, EZ2, and EZ3 are displayed in a stop state that suggests a miss. In addition, in the reach of this special chart variation pattern, the left performance pattern EZ1 and the right performance pattern EZ3 are displayed as the same performance patterns containing odd numbers, or the same performance patterns containing even numbers. This special chart variation pattern "P47" is called the "Special 1 3rd SP Miss Variation" of the special chart 1 variation pattern.
[0261] The special chart variation pattern "P48" is a special chart 1 variation pattern corresponding to the "miss" of the above "P36", "P37", "P38" and "P44". In other words, after normal fluctuations and reaches that do not include various pre-notification effects (normal pre-notification effects, special pre-notification effects), an N reach is performed, and then the performance patterns EZ1, EZ2, and EZ3 are displayed in a permanent stop state that suggests a miss. In addition, in the reach of this special chart variation pattern, the left performance pattern EZ1 and the right performance pattern EZ3 are displayed as the same performance patterns that include odd numbers, or the same performance patterns that include even numbers. This special chart variation pattern "P48" is called the "N miss variation" of the special chart 1 variation pattern.
[0262] According to Fig. 28, in the special chart 1 variation pattern judgment table in the case where the game state is in the non-time-saving state, the result of the jackpot judgment is "miss" and the result of the reach judgment is "reach", unlike the case where the result of the jackpot judgment is "jackpot", there is no special chart variation pattern including the normal notice performance of the third performance mode described later or various special notice performances. Therefore, the player can understand that the result of the jackpot judgment is "jackpot" at the time when the normal notice performance of the third performance mode or various special notice performances are performed during normal variation, and can enjoy the special chart variation performance after the normal notice performance of the third performance mode or various special notice performances while being confident of winning the jackpot.
[0263] Moreover, when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination is "jackpot pattern 2", the special pattern 1 variation pattern does not include the "normal notice performance of the third performance mode" or the "special notice performance of the third performance mode" described later, unlike the case of "jackpot pattern 1". Therefore, the player can understand that the result of the jackpot determination is "jackpot pattern 1" at the time when the "normal notice performance of the third performance mode" or the "special notice performance of the third performance mode" is performed in the normal variation. Then, the player can enjoy the special pattern variation performance after the "normal notice performance of the third performance mode" or the "special notice performance of the third performance mode" while being confident of winning the jackpot that will transition to a high probability high base game state after the jackpot game.
[0264] FIG. 29 shows the allocation rate (execution probability) of the special chart variation pattern in the special chart 1 variation pattern determination table (FIG. 28) when the game state is not in the time-saving state. In this embodiment, when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination is "jackpot pattern 1" in the non-time-saving state, the special chart variation pattern is determined by the allocation rate shown in FIG. 29(A). Also, when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination is "jackpot pattern 2" in the non-time-saving state, the special chart variation pattern is determined by the allocation rate shown in FIG. 29(B). Furthermore, when the result of the jackpot determination is "miss" and the result of the reach determination is "reach" in the non-time-saving state, the special chart variation pattern is determined by the allocation rate shown in FIG. 29(C).
[0265] According to Fig. 29(A), the total value (20%) of the allocation rates of the special pattern variation patterns "P33", "P34" and "P35" is greater than the total value (3%) of the allocation rates of the special pattern variation patterns "P36", "P37" and "P38". In other words, when the judgment result in the special pattern 1 variation pattern judgment process is "jackpot" and "jackpot pattern 1", the special pattern 1 variation pattern in which the SP reach is made through normal fluctuations without various advance notice performances is more likely to be selected than the special pattern 1 variation pattern in which the SP reach is made through normal fluctuations without various advance notice performances and only up to N reach.
[0266] On the other hand, the value of the distribution rate of the special chart 1 variation pattern "P47" for the "miss" of the special chart variation patterns "P33", "P34" and "P35" ("25%) is smaller than the value of the distribution rate of the special chart 1 variation pattern "P48" for the "miss" of the special chart variation patterns "P36", "P37" and "P38" ("60%). In other words, when the judgment result of the special chart 1 variation pattern judgment process is "miss with reach", the special chart 1 variation pattern that only goes up to N reach through normal fluctuations without various advance notice performances is more likely to be selected than the special chart 1 variation pattern that goes through normal fluctuations without various advance notice performances and goes to SP reach, unlike the case of "jackpot pattern 1".
[0267] As a result of the above, when the result of the judgment in the special pattern 1 variation pattern judgment process is "jackpot pattern 1", it is likely that the game will go through normal variation without various advance notice performances and N reach to SP reach. Therefore, when there is no execution of various advance notice performances in normal variation, if the game goes up to SP reach, the player is more likely to expect the execution of the subsequent jackpot game 1 than if the game goes only up to N reach.
[0268] Also, according to Fig. 29(A), the total value of the allocation rate of the special chart fluctuation patterns "P21", "P22" and "P23" is "33%", which is greater than the total value ("20%) of the allocation rate of the special chart fluctuation patterns "P33", "P34" and "P35". In other words, when the result of the judgment in the special chart 1 fluctuation pattern judgment process is "jackpot" and "jackpot pattern 1", the special chart 1 fluctuation pattern in which the SP reach is performed through the normal fluctuation that includes the normal notice performance of the first performance mode as a part is more likely to be selected than the special chart 1 fluctuation pattern in which the SP reach is performed through the normal fluctuation that does not perform various notice performances.
[0269] On the other hand, according to FIG. 29(C), the allocation rate value of the special chart 1 variation pattern "P45", which is the special chart 1 variation pattern for "misses" of the special chart variation patterns "P21", "P22" and "P23", is "10%". This value is smaller than the allocation rate value ("25%") of the special chart 1 variation pattern "P47", which is the special chart 1 variation pattern for "misses" of the special chart variation patterns "P33", "P34" and "P35". In other words, when the result of the judgment in the special chart 1 variation pattern judgment process is "miss with reach", the special chart 1 variation pattern in which the SP reach is performed through normal fluctuations without various notice performances is more likely to be selected than the special chart 1 variation pattern in which the SP reach is performed through normal fluctuations that include the normal notice performance of the first performance mode as a part of the judgment result, as opposed to the case where the judgment result is "jackpot pattern 1".
[0270] From the above, when the result of the judgment in the special pattern 1 variation judgment process is "jackpot" and "jackpot pattern 1", the SP reach that goes through the normal variation that includes the normal notice performance of the first performance mode as a part is more likely to occur than the SP reach that goes through the normal variation without various notice performances. Therefore, when the normal notice performance of the first performance mode is performed in the normal variation, the player is more likely to expect the execution of the subsequent jackpot game 1 than when the SP reach is performed without the execution of various notice performances in the normal variation.
[0271] Also, according to Fig. 29(A), the value of the allocation rate of the special chart fluctuation pattern "P24" is "36%", which is larger than the total value ("33%) of the allocation rates of the special chart fluctuation patterns "P21", "P22" and "P23". In other words, when the result of the judgment in the special chart 1 fluctuation pattern judgment process is "jackpot" and "jackpot pattern 1", the special chart 1 fluctuation pattern in which the SP reach is performed through the normal fluctuation including the normal notice performance of the second performance mode is more likely to be selected than the special chart 1 fluctuation pattern in which the SP reach is performed through the normal fluctuation including the normal notice performance of the first performance mode.
[0272] On the other hand, according to FIG. 29(C), the allocation rate value of the special chart 1 variation pattern "P46", which is the special chart 1 variation pattern for "miss" of the special chart variation pattern "P24", is "5%". This value is smaller than the allocation rate value ("10%) of the special chart 1 variation pattern "P45", which is the special chart 1 variation pattern for "miss" of the special chart variation patterns "P21", "P22" and "P23". In other words, when the result of the judgment in the special chart 1 variation pattern judgment process is "miss with reach", the special chart 1 variation pattern in which the SP reach is performed through the normal fluctuation including the normal notice performance of the first performance mode in part is more likely to be selected than the special chart 1 variation pattern in which the SP reach is performed through the normal fluctuation including the normal notice performance of the second performance mode in part.
[0273] From the above, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 1", the SP reach is more likely to occur through normal fluctuations that include the normal notice performance of the second performance mode than through the special chart 1 variation pattern in which the SP reach is performed through normal fluctuations that include the normal notice performance of the first performance mode. Therefore, when the normal notice performance of the second performance mode is performed during normal fluctuations, the player is more likely to expect the subsequent execution of the jackpot game 1 than when the normal notice performance of the first performance mode is performed during normal fluctuations.
[0274] Also, according to Fig. 29(A), the distribution rate values of the special chart variation patterns "P25", "P26", "P27", "P28", "P29", "P30", "P31" and "P32" are all "1%". Therefore, in this embodiment, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 1", the normal notice performance in the third performance mode or the special chart variation performance including various special notice performances can be executed with the same frequency.
[0275] 28 and 29(C), the special chart 1 variation pattern for the "miss" of the special chart variation patterns "P25", "P26", "P27", "P28", "P29", "P30", "P31" and "P32" is not present in the special chart 1 variation pattern determination table. Therefore, in this embodiment, in the special chart variation performance of the special chart 1 when the game state is not in the time-saving state, at the time when the normal notice performance in the third performance mode or various special notice performances are executed, the player can recognize that the result of the judgment in the special chart 1 variation pattern determination process is "big win".
[0276] As shown in Fig. 28, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 2", there is no special chart variation pattern that executes the same special chart variation performance as the special chart variation patterns "P25", "P26", "P27", "P29", "P30" and "P32". Therefore, in this embodiment, when the game state is in the non-time-saving state, in the special chart variation performance of the special chart 1, at the time when the normal notice performance in the third performance mode or the special notice performance in the third performance mode is executed, the player can recognize that the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 1". Furthermore, in the special chart change presentation of special chart 1 when the game state is not in the time-saving state, when a special notice presentation in the first presentation mode or a special notice presentation in the second presentation mode is executed and presentation patterns containing the same odd numbers are temporarily displayed as at least the left presentation pattern EZ1 and the right presentation pattern EZ3, the player can recognize that the result of the judgment in the special chart 1 change pattern judgment process is a "jackpot" and "jackpot pattern 1".
[0277] On the other hand, as shown in Fig. 28, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 2", there is a special chart variation pattern that executes the same special chart variation performance as the special chart variation patterns "P28" and "P31". Therefore, in this embodiment, in the special chart variation performance of the special chart 1 when the game state is in the non-time-saving state, even if the special notice performance in the first performance mode or the special notice performance in the second performance mode is performed and the performance patterns including the same even numbers are stopped and displayed as the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3, there are cases where the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 1", and cases where the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 2".
[0278] According to Fig. 29(B), the value of the allocation rate of the special chart fluctuation pattern "P43" ("15%) is larger than the value of the allocation rate of the special chart fluctuation pattern "P44" ("5%). In other words, when the judgment result in the special chart 1 fluctuation pattern judgment process is "jackpot" and "jackpot pattern 2", the special chart 1 fluctuation pattern in which the SP reach is performed through normal fluctuations without various advance notice performances is more likely to be selected than the special chart 1 fluctuation pattern in which the SP reach is performed through normal fluctuations without various advance notice performances and only up to N reach.
[0279] On the other hand, the value of the distribution rate of the special chart 1 variation pattern "P47" for the "miss" of the special chart variation pattern "P43" ("25%) is smaller than the value of the distribution rate of the special chart 1 variation pattern "P48" for the "miss" of the special chart variation pattern "P44" ("60%). In other words, when the judgment result of the special chart 1 variation pattern judgment process is "miss with reach", the special chart 1 variation pattern that only goes up to N reach through normal fluctuations without various advance notice performances is more likely to be selected than the special chart 1 variation pattern that goes through normal fluctuations without various advance notice performances and goes to SP reach, unlike the case of "jackpot pattern 2".
[0280] As a result of the above, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot pattern 2", it is likely that the game will go through normal variation and N reach without various advance notice performances, and then to SP reach. Therefore, when there is no execution of various advance notice performances in normal variation, if the game goes up to SP reach, the player is more likely to expect the execution of the subsequent jackpot game 2 than if the game goes only up to N reach.
[0281] Also, according to Fig. 29(B), the value of the allocation rate of the special chart fluctuation pattern "P39" is "30%", which is larger than the value of the allocation rate of the special chart fluctuation pattern "P43" ("15%"). In other words, when the result of the judgment in the special chart 1 fluctuation pattern judgment process is "jackpot" and "jackpot pattern 2", the special chart 1 fluctuation pattern in which the SP reach is performed through the normal fluctuation that includes the normal notice performance of the first performance mode as a part is more likely to be selected than the special chart 1 fluctuation pattern in which the SP reach is performed through the normal fluctuation that does not perform various notice performances.
[0282] On the other hand, according to FIG. 29(C), the allocation rate value of the special chart 1 variation pattern "P45", which is the special chart 1 variation pattern for "miss" of the special chart variation pattern "P39", is "10%". This value is smaller than the allocation rate value ("25%") of the special chart 1 variation pattern "P47", which is the special chart 1 variation pattern for "miss" of the special chart variation pattern "P43". In other words, when the result of the judgment in the special chart 1 variation pattern judgment process is "miss with reach", the special chart 1 variation pattern in which the SP reach is performed through normal fluctuations without various notice performances is more likely to be selected than the special chart 1 variation pattern in which the SP reach is performed through normal fluctuations that include the normal notice performance of the first performance mode as a part of the judgment result, as opposed to the case where the judgment result is "jackpot pattern 2".
[0283] From the above, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 2", the SP reach that goes through the normal variation that includes the normal notice performance of the first performance mode as a part is more likely to occur than the SP reach that goes through the normal variation without various notice performances. Therefore, when the normal notice performance of the first performance mode is performed in the normal variation, the player is more likely to expect the execution of the subsequent jackpot game 2 than when the SP reach is performed without the execution of various notice performances in the normal variation.
[0284] Also, according to Fig. 29(B), the value of the allocation rate of the special chart fluctuation pattern "P40" is "40%", which is larger than the value of the allocation rate of the special chart fluctuation pattern "P39" ("30%). In other words, when the result of the judgment in the special chart 1 fluctuation pattern judgment process is "jackpot" and "jackpot pattern 2", the special chart 1 fluctuation pattern in which the SP reach is performed through the normal fluctuation including the normal notice performance of the second performance mode is more likely to be selected than the special chart 1 fluctuation pattern in which the SP reach is performed through the normal fluctuation including the normal notice performance of the first performance mode.
[0285] On the other hand, according to FIG. 29(C), the allocation rate value of the special chart 1 variation pattern "P46", which is the special chart 1 variation pattern for "miss" of the special chart variation pattern "P40", is "5%". This value is smaller than the allocation rate value ("10%") of the special chart 1 variation pattern "P45", which is the special chart 1 variation pattern for "miss" of the special chart variation pattern "P39". In other words, when the result of the judgment in the special chart 1 variation pattern judgment process is "reach with miss", the special chart 1 variation pattern in which the SP reach is performed through the normal fluctuation including the normal notice performance of the first performance mode in part is more likely to be selected than the special chart 1 variation pattern in which the SP reach is performed through the normal fluctuation including the normal notice performance of the second performance mode in part.
[0286] From the above, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 2", the SP reach is more likely to occur through normal fluctuations that include the normal notice performance of the second performance mode than through the special chart 1 variation pattern in which the SP reach is performed through normal fluctuations that include the normal notice performance of the first performance mode. Therefore, when the normal notice performance of the second performance mode is performed during normal fluctuations, the player is more likely to expect the subsequent execution of the jackpot game 2 than when the normal notice performance of the first performance mode is performed during normal fluctuations.
[0287] Also, according to Fig. 29(B), the allocation rate values of the special chart variation patterns "P41" and "P42" are both "5%". Therefore, in this embodiment, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 2", the special chart variation performance including the special notice performance in the first performance mode or the special notice performance in the second performance mode can be executed with the same frequency.
[0288] Also, according to Figures 28 and 29(C), there is no special chart 1 variation pattern for the "miss" of the special chart variation patterns "P41" and "P42" in the special chart 1 variation pattern judgment table. Therefore, in this embodiment, in the special chart variation performance of the special chart 1 when the game state is not in the time-saving state, at the time when the special notice performance in the first performance mode or the special notice performance in the second performance mode is executed, the player can recognize that the result of the judgment in the special chart 1 variation pattern judgment process is "big win".
[0289] As shown in FIG. 28, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot" and "jackpot pattern 1", there is a special chart variation pattern that executes the same special chart variation performance as the special chart variation patterns "P41" and "P42". Therefore, in this embodiment, in the special chart variation performance of the special chart 1 when the game state is in the non-time-saving state, even if a special notice performance in the first performance mode or a special notice performance in the second performance mode is performed and the performance patterns including the same even numbers are stopped and displayed as the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3, the result of the judgment in the special chart 1 variation pattern judgment process may be "jackpot" and "jackpot pattern 1" rather than "jackpot" and "jackpot pattern 2". Therefore, even in such a case, it is possible to make the player still expect that the immediately following jackpot game will be the advantageous jackpot game 1 rather than the jackpot game 2.
[0290] 7-2-2. Special Chart 2 Variation Pattern In the game ROM 103 of this embodiment, in addition to the special chart 2 variation pattern determination table shown in Fig. 12, the special chart 2 variation pattern determination table shown in Fig. 30 is stored. The special chart 2 variation pattern determination table shown in Fig. 30 is used when the game state is a time-saving state, that is, a "low probability high base game state" or a "high probability high base game state". On the other hand, the special chart 2 variation pattern determination table shown in Fig. 12 is used when the game state is not a time-saving state.
[0291] In the special pattern 2 variation pattern determination process, the game control microcomputer 101 determines the special pattern 2 variation pattern based on the result of the big win determination, the result of the big win pattern type determination, and the special pattern variation pattern random number. Which special pattern 2 variation pattern is determined depends on the special pattern variation pattern random number.
[0292] Specifically, in the time-saving state, when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination (the pattern stopped and displayed on the special pattern display 81) is "jackpot pattern 3," there are 13 types of special pattern 2 change patterns, from "P71" to "P83" (see Figure 30).
[0293] The special chart change pattern "P71" is a special chart change pattern in which an SP reach is made after a normal change and a reach that includes the "normal notice performance of the first performance mode" described below. In the reach of this special chart change pattern, the performance pattern including the number "7" is temporarily stopped and displayed as the left performance pattern EZ1 and the right performance pattern EZ3. The performance mode of the SP reach is the "first mode (described below)". This special chart change pattern "P71" is called the "Special 2 1st SP jackpot change" of the special chart 2 change pattern.
[0294] The special pattern change pattern "P72" is a special pattern change pattern in which the "second pattern change effect" described below is performed after the normal change, reach, and SP reach that include the "normal notice effect of the first effect mode" as a part of it. In the reach of this special pattern change pattern, the same effect patterns that include odd numbers other than "7" are temporarily displayed as the left effect pattern EZ1 and the right effect pattern EZ3. The effect mode of the SP reach is the "first mode", the same as the above "P71". This special pattern change pattern "P72" is called the "special 2 second SP jackpot change" of the special pattern change pattern 2.
[0295] The special pattern change pattern "P73" is a special pattern change pattern that includes the "normal notice performance of the first performance mode" as a part of the normal change, reach, and SP reach, and then the "third pattern change performance" described below is performed. In the reach of this special pattern change pattern, the same performance patterns containing even numbers are temporarily stopped and displayed as the left performance pattern EZ1 and the right performance pattern EZ3. The performance mode of the SP reach is the "first mode", just like the above "P71" and "P72". This special pattern change pattern "P73" is called the "special 2 third SP jackpot change" of the special pattern change pattern 2.
[0296] The special chart variation pattern "P74" is a special chart variation pattern in which an SP reach is made after a normal variation that includes a "normal notice performance of the third performance mode". The performance mode of the SP reach of this special chart variation pattern is the "third mode (described later)". Specifically, the SP reach of this third mode is the so-called "full rotation reach". This special chart variation pattern "P74" is called the "Special 2 4th SP jackpot variation" of the special chart 2 variation pattern.
[0297] The special chart variation pattern "P75" is a special chart variation pattern in which, like the above "P71", a normal variation and a reach using the number "7" are followed by an SP reach. However, it differs from the above "P71" in that the normal variation involves the "special notice performance of the first performance mode" described below, and the performance mode of the SP reach is the "second mode". This special chart variation pattern "P75" is called the "Special 2 5th SP jackpot variation" of the special chart 2 variation pattern.
[0298] The special pattern change pattern "P76" is a normal change that includes the "special notice performance of the first performance mode", a reach using an odd number other than "7", and an SP reach, and then a "second pattern change performance". The performance mode of the SP reach is the "second mode", just like the above "P75". This special pattern change pattern "P76" is called the "special 2 6th SP jackpot change" of the special pattern change pattern 2.
[0299] The special pattern change pattern "P77" is a special pattern change pattern in which the "third pattern change performance" is performed after the normal change that includes the "first performance mode special notice performance", the reach using even numbers, and the SP reach. The performance mode of the SP reach is the "second mode", just like the above "P75" and "P76". This special pattern change pattern "P77" is called the "special 2 7th SP jackpot change" of the special pattern change pattern 2.
[0300] The special chart variation pattern "P78", like the above "P71" and "P75", is a special chart variation pattern in which a SP reach is made after a normal variation and a reach using the number "7". However, it differs from the above "P71" and "P75" in that a "special notice performance of the second performance mode" described below is made during the normal variation, and it differs from the above "P71" in that the performance mode of the SP reach is the "second mode". This special chart variation pattern "P78" is called the "Special 2 8th SP jackpot variation" of the special chart 2 variation pattern.
[0301] The special pattern change pattern "P79" is a normal change that includes a "special notice performance of the second performance mode", a reach using an odd number other than "7", and an SP reach, and then a "second pattern change performance". The performance mode of the SP reach is the "second mode", just like the above "P78". This special pattern change pattern "P79" is called the "Special 2 9th SP jackpot change" of the special pattern change pattern 2.
[0302] The special pattern change pattern "P80" is a special pattern change pattern in which the "third pattern change performance" is performed after the normal change that includes the "second performance mode special notice performance", the reach using even numbers, and the SP reach. The performance mode of the SP reach is the "second mode", just like the above "P78" and "P79". This special pattern change pattern "P80" is called the "special 2 10th SP jackpot change" of the special pattern change pattern 2.
[0303] The special chart variation pattern "P81" is a special chart variation pattern in which an SP reach is made after a normal variation that includes a "special notice performance of the third performance mode". The performance mode of the SP reach of this special chart variation pattern is the "third mode (described later)". Specifically, the SP reach of this third mode is the so-called "full rotation reach". This special chart variation pattern "P81" is called the "Special 2 11th SP jackpot variation" of the special chart 2 variation pattern.
[0304] The special chart variation pattern "P82" is a normal variation that does not include various notice performances (normal notice performances, special notice performances), and a special chart variation pattern in which an SP reach is made after a reach using the number "7". This special chart variation pattern "P82" is called the "Special 2 12th SP jackpot variation" of the special chart 2 variation pattern.
[0305] The special chart variation pattern "P83" is a special chart variation pattern in which a reach using the number "7" is made after a normal variation that does not include various notice performances (normal notice performance, special notice performance). This special chart variation pattern "P83" is called the "1st immediate jackpot variation" of the special chart 2 variation pattern.
[0306] In addition, in the time-saving state, when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination (the pattern stopped and displayed on the special pattern display 81) is "jackpot pattern 4," there are 14 types of special pattern 2 change patterns, from "P84" to "P97" (see Figure 30).
[0307] The special pattern change pattern "P84" is a normal change that includes the "normal notice performance of the first performance mode" described below, a reach using an odd number other than "7", and an SP reach, and then the "5th pattern change performance" described below is performed. The performance mode of the SP reach is the "1st mode (described below)". This special pattern change pattern "P84" is called the "Special 2 13th SP jackpot change" of the special pattern change pattern of the special pattern 2.
[0308] The special pattern change pattern "P85" is a special pattern change pattern that includes a normal change that includes the "normal notice performance of the first performance mode", a reach using even numbers, and an SP reach, and then the "4th pattern change performance" described below. The performance mode of the SP reach is the "1st mode", just like the above "P84". This special pattern change pattern "P85" is called the "Special 2 14th SP jackpot change" of the special pattern change pattern 2.
[0309] The special pattern change pattern "P86" is a special pattern change pattern that includes a normal change that includes the "normal notice performance of the first performance mode", a reach using even numbers, and an SP reach, and then the "5th pattern change performance" described below is performed. The performance mode of the SP reach is the "1st mode", just like the above "P84" and "P85". This special pattern change pattern "P86" is called the "Special 2 15th SP jackpot change" of the special pattern change pattern 2.
[0310] The special chart variation pattern "P87" is a special chart variation pattern in which, like the above "P84", a normal variation and a reach using an odd number other than "7" are followed by an SP reach. However, it differs from the above "P84" in that the normal variation involves a "special notice performance of the first performance mode" described below, and the performance mode of the SP reach is the "second mode". This special chart variation pattern "P87" is called the "Special 2 16th SP jackpot variation" of the special chart 2 variation pattern.
[0311] The special pattern change pattern "P88" is a special pattern change pattern that includes a normal change that includes the "special notice performance of the first performance mode", a reach using even numbers, and an SP reach, and then the "4th pattern change performance" described below is performed. The performance mode of the SP reach is the "2nd mode", just like the above "P87". This special pattern change pattern "P88" is called the "Special 2 17th SP jackpot change" of the special pattern change pattern 2.
[0312] The special pattern change pattern "P89" is a pattern that includes a normal change that includes the "special notice performance of the first performance mode", a reach using even numbers, and an SP reach, followed by the "5th pattern change performance" described below. The performance mode of the SP reach is the "2nd mode", just like the above "P87" and "P88". This special pattern change pattern "P89" is called the "Special 2 18th SP jackpot change" of the special pattern change pattern 2.
[0313] The special chart variation pattern "P90", like the above "P84" and "P87", is a special chart variation pattern in which an SP reach is made after a normal variation and a reach using an odd number other than "7". However, it differs from the above "P84" and "P87" in that the "special notice performance of the second performance mode" described below is made during the normal variation, and it differs from the above "P84" in that the performance mode of the SP reach is the "second mode". This special chart variation pattern "P90" is called the "Special 2 19th SP jackpot variation" of the special chart 2 variation pattern.
[0314] The special pattern change pattern "P91" is a pattern that includes a normal change that includes a "special notice performance of the second performance mode", a reach using even numbers, and an SP reach, followed by the "fourth pattern change performance" described below. The performance mode of the SP reach is the "second mode", just like the above "P90". This special pattern change pattern "P91" is called the "Special 2 20th SP jackpot change" of the special pattern change pattern 2.
[0315] The special pattern change pattern "P92" is a special pattern change pattern that includes a normal change that includes a "special notice performance of the second performance mode", a reach using even numbers, and an SP reach, and then the "5th pattern change performance" described below is performed. The performance mode of the SP reach is the "2nd mode", just like the above "P90" and "P91". This special pattern change pattern "P92" is called the "Special 2 21st SP jackpot change" of the special pattern change pattern of special pattern 2.
[0316] The special chart variation pattern "P93" is a normal variation that does not include various pre-announcement performances (normal pre-announcement performances, special pre-announcement performances), and is a special chart variation pattern in which the "5th pattern change performance" is performed after a reach using an odd number other than "7" and an SP reach. This special chart variation pattern "P93" is called the "Special 2 22nd SP jackpot variation" of the special chart 2 variation pattern.
[0317] The special chart change pattern "P94" is a special chart change pattern in which the "4th pattern change performance" is performed after normal fluctuations that do not include various notice performances (normal notice performances, special notice performances), reaches using even numbers, and SP reaches. This special chart change pattern "P94" is called the "Special 2 23rd SP jackpot change" of the special chart 2 change pattern.
[0318] The special chart change pattern "P95" is a special chart change pattern in which the "5th pattern change performance" is performed after normal fluctuations that do not include various notice performances (normal notice performances, special notice performances), reaches using even numbers, and SP reaches. This special chart change pattern "P95" is called the "Special 2 24th SP jackpot change" of the special chart 2 change pattern.
[0319] The special chart variation pattern "P96" is a special chart variation pattern in which a reach is made using an odd number other than "7" after a normal variation that does not include various notice performances (normal notice performance, special notice performance). This special chart variation pattern "P96" is called the "2nd instant jackpot variation" of the special chart 2 variation pattern.
[0320] The special chart variation pattern "P97" is a special chart variation pattern in which a reach using even numbers is made after a normal variation that does not include various notice performances (normal notice performance, special notice performance). This special chart variation pattern "P97" is called the "3rd immediate jackpot variation" of the special chart 2 variation pattern.
[0321] In addition, in the time-saving state, when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination (the pattern stopped and displayed on the special pattern display 81) is "jackpot pattern 5," there are five types of special pattern 2 change patterns, "P98" to "P102" (see Figure 30).
[0322] The special pattern change pattern "P98", like the above "P86", is a special pattern change pattern in which the "5th pattern change performance" is performed after the normal fluctuation including the "1st performance mode normal notice performance", the reach using even numbers and the SP reach. This special pattern change pattern "P98" is called the "Special 2 25th SP jackpot change" of the special pattern change pattern 2.
[0323] The special pattern change pattern "P99", like the above "P89", is a special pattern change pattern in which the "5th pattern change performance" is performed after the normal fluctuation including the "1st performance mode special notice performance", the reach using even numbers and the SP reach. This special pattern change pattern "P99" is called the "Special 2 26th SP jackpot fluctuation" of the special pattern change pattern 2.
[0324] The special pattern change pattern "P100", like the above "P92", is a special pattern change pattern in which the "5th pattern change performance" is performed after the normal fluctuation including the "2nd performance mode special notice performance", the reach using even numbers and the SP reach. This special pattern change pattern "P100" is called the "Special 2 27th SP jackpot fluctuation" of the special pattern change pattern 2.
[0325] The special chart change pattern "P101" is a special chart change pattern in which the "5th pattern change performance" is performed after normal fluctuations, reach, and SP reach that do not include various notice performances (normal notice performances, special notice performances), just like the above "P95". This special chart change pattern "P101" is called the "Special 2 28th SP jackpot change" of the special chart 2 change pattern.
[0326] The special chart variation pattern "P102", like the above "P97", is a special chart variation pattern in which a reach using even numbers is made after a normal variation that does not include various notice performances (normal notice performance, special notice performance). This special chart variation pattern "P102" is called the "4th instant jackpot variation" of the special chart 2 variation pattern.
[0327] In addition, the special chart 2 variation pattern when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination is "jackpot pattern 4" or "jackpot pattern 5" does not include a reach where the performance pattern including the number "7" is temporarily stopped as the left performance pattern EZ1 and the right performance pattern EZ3, unlike the case where the determination result is "jackpot pattern 3". Therefore, when a reach occurs using a performance pattern including the number "7", the player can understand that the result of the jackpot determination is not "jackpot pattern 4" or "jackpot pattern 5", but "jackpot pattern 3". Therefore, after the jackpot game (jackpot game 3) with the number of rounds is greater than the others, the player can enjoy the special chart variation performance after the reach while being confident of winning the jackpot that transitions to a high probability high base game state.
[0328] In addition, in the time-saving state, when the result of the jackpot judgment is a "miss" (i.e., the pattern stopped and displayed on the special chart display 81 is a missing pattern) and the result of the reach judgment is "reach available", there are three types of special chart 2 change patterns: "P103" to "P105" (see Figure 30).
[0329] The special chart variation pattern "P103" is a special chart 2 variation pattern corresponding to the "miss" of the above "P71", "P72", "P73", "P84", "P85", "P86" and "P98". That is, after the normal variation and reach including the "normal notice performance of the first performance mode" as a part, the SP reach is performed, and then the performance patterns EZ1, EZ2, EZ3 are displayed as a permanent stop in a stop mode suggesting a miss. In addition, in the reach of this special chart variation pattern, the left performance pattern EZ1 and the right performance pattern EZ3 are the same among the performance patterns including odd numbers other than "7", or the same among the performance patterns including even numbers, and are displayed as a temporary stop. In addition, the performance mode of the SP reach is "first mode (described later)". This special chart variation pattern "P103" is called the "special 2 first SP miss variation" of the special chart 2 variation pattern.
[0330] The special chart variation pattern "P104" is a special chart 2 variation pattern corresponding to the "miss" of the above "P93", "P94", "P95" and "P101". In other words, after normal fluctuations and reaches that do not include various preview effects, an SP reach is performed, and then the performance patterns EZ1, EZ2, and EZ3 are displayed in a stopped state that suggests a miss. In the reach of this special chart variation pattern, as in the above "P103", the left performance pattern EZ1 and the right performance pattern EZ3 are displayed as the same performance patterns that include odd numbers other than "7", or the same performance patterns that include even numbers. This special chart variation pattern "P104" is called the "Special 2 2nd SP Miss Variation" of the special chart 2 variation pattern.
[0331] The special chart variation pattern "P105" is a special chart 2 variation pattern corresponding to the "miss" of the above "P96", "P97" and "P102". In other words, a reach is made through normal fluctuations that do not include various advance notice effects, and then the performance patterns EZ1, EZ2, and EZ3 are displayed in a stopped state that suggests a miss. In the reach of this special chart variation pattern, as in the above "P103" and "P104", the left performance pattern EZ1 and the right performance pattern EZ3 are displayed as the same performance patterns containing odd numbers other than "7", or the same performance patterns containing even numbers. This special chart variation pattern "P105" is called the "immediate miss variation" of the special chart 2 variation pattern.
[0332] According to FIG. 30, in the special chart 1 variation pattern judgment table when the game state is in the time-saving state, the result of the jackpot judgment is "miss" and the result of the reach judgment is "reach", unlike the case where the result of the jackpot judgment is "jackpot", there is no special chart variation pattern including "normal notice performance of the third performance mode". Therefore, at the time when the "normal notice performance of the third performance mode" is performed in the normal variation, the player can understand that the result of the jackpot judgment is "jackpot". Therefore, it is possible to enjoy the special chart variation performance after the "normal notice performance of the third performance mode" while being confident of winning the jackpot.
[0333] In addition, the special chart 2 variation pattern determination table (Fig. 30) for when the result of the jackpot determination is "miss" and the result of the reach determination is "reach", does not have a special chart variation pattern that includes a "special notice performance". Therefore, when the "special notice performance" is performed in the normal variation, the player can understand that the result of the jackpot determination is a "jackpot", and can enjoy the special chart variation performance after the "special notice performance" while being confident of winning the jackpot.
[0334] Furthermore, as described above, when the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination is "jackpot pattern 4" or "jackpot pattern 5", the special pattern 2 variation pattern determination table (Fig. 30) does not have a special pattern variation pattern including "normal notice performance of the third performance mode" or "special notice performance of the third performance mode". Therefore, the player can understand that the result of the jackpot determination is "jackpot" and the result of the jackpot pattern type determination is "jackpot pattern 3" at the time when "normal notice performance of the third performance mode" or "special notice performance of the third performance mode" is performed in the normal variation. Then, the player can enjoy the normal notice performance of the third performance mode or the special pattern variation performance after the special notice performance of the third performance mode while being confident of winning the jackpot that will be transferred to the high probability high base game state after the jackpot game.
[0335] FIG. 31 shows the allocation rate (execution probability) of the special chart variation pattern in the special chart 2 variation pattern determination table (FIG. 30) when the game state is in the time-saving state. In this embodiment, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 3" in the time-saving state, the special chart variation pattern is determined by the allocation rate shown in FIG. 31(A). Also, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 4" in the time-saving state, the special chart variation pattern is determined by the allocation rate shown in FIG. 31(B). Furthermore, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 5" in the time-saving state, the special chart variation pattern is determined by the allocation rate shown in FIG. 31(C). Also, when the result of the jackpot determination is "miss" and the result of the reach determination is "reach available" in the time-saving state, the special chart variation pattern is determined by the allocation rate shown in FIG. 31(D).
[0336] According to FIG. 31(A), in this embodiment, among the special chart 2 variation patterns when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 3", the total value of the allocation rates of the special chart 2 variation patterns "P71", "P74", "P75", "P78", "P81", "P82" and "P83" in which a reach is made using a performance pattern including the number "7" is "12%", while the total value of the allocation rates of the special chart 2 variation patterns "P72", "P73", "P76", "P77", "P79" and "P80" in which a reach is made using a performance pattern including a number other than "7" is "88%".
[0337] Therefore, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 3", the special pattern 2 variation pattern in which a reach is made using a performance pattern including a number other than "7" is more likely to be selected than the special pattern 2 variation pattern in which a reach is made using a performance pattern including the number "7". Therefore, it is difficult for a player to identify that the jackpot pattern type is "jackpot pattern 3" at the time of the reach after the normal variation that includes various advance notice performances (normal advance notice performance, special advance notice performance).
[0338] Also, according to FIG. 31(B), in this embodiment, among the special chart 2 variation patterns when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 4", the total value of the allocation rates of the special chart 2 variation patterns "P84", "P87", "P90", "P93" and "P96" in which a reach is made using a performance pattern including an odd number other than "7" is "34%", while the total value of the allocation rates of the special chart 2 variation patterns "P85", "P86", "P88", "P89", "P91", "P92", "P94", "P95" and "P97" in which a reach is made using a performance pattern including an even number is "66%".
[0339] Therefore, when the result of the jackpot determination is "jackpot" and the type of jackpot pattern is "jackpot pattern 4", the special pattern 2 variation pattern in which a reach is made using a performance pattern including an even number is more likely to be selected than the special pattern 2 variation pattern in which a reach is made using a performance pattern including an odd number other than "7". Therefore, at the time of the reach, it is difficult to identify that the result of the jackpot determination is "jackpot" and the type of jackpot pattern is "jackpot pattern 4". Moreover, since the reach is more likely to be made using a performance pattern including an even number, it is difficult for the player to be aware that the result of the jackpot determination is "jackpot" and the type of jackpot pattern is "jackpot pattern 4".
[0340] In addition, the total value of the allocation rate of the special chart fluctuation patterns "P84", "P85" and "P86" is "42%", which is larger than the total value of the allocation rate of the special chart fluctuation patterns "P93", "P94" and "P95" ("12%). In other words, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 4", the special chart 2 fluctuation pattern in which the SP reach is performed through the normal fluctuation including the normal notice performance of the first performance mode is more likely to be selected than the special chart 2 fluctuation pattern in which the SP reach is performed through the normal fluctuation without various notice performances (normal notice performance, special notice performance).
[0341] On the other hand, according to FIG. 31(D), the value of the allocation rate of the special chart fluctuation pattern "P103", which is the special chart fluctuation pattern for "misses" of the special chart fluctuation patterns "P84", "P85" and "P86", is "10%". This value is smaller than the value of the allocation rate of the special chart fluctuation pattern "P104", which is the special chart fluctuation pattern for "misses" of the special chart fluctuation patterns "P93", "P94" and "P95" ("20%). In other words, when the judgment result of the special chart 2 fluctuation pattern judgment process is "miss with reach", the special chart 2 fluctuation pattern in which the SP reach is performed through normal fluctuations that do not perform various notice performances (normal notice performances, special notice performances) is more likely to be selected than the special chart 2 fluctuation pattern in which the SP reach is performed through normal fluctuations that include the normal notice performance of the first performance mode as a part of the first performance mode, as opposed to the case of "jackpot pattern 4".
[0342] From the above, when the result of the jackpot determination is "jackpot" and the jackpot symbol type is "jackpot symbol 4", the SP reach that goes through the normal fluctuation including the normal notice performance of the first performance mode is more likely to occur than the SP reach that goes through the normal fluctuation without various notice performances. Therefore, the player is more likely to expect the execution of the subsequent jackpot game 4 when the SP reach is performed after the normal notice performance of the first performance mode is executed in the normal fluctuation than when the SP reach is performed without the execution of various notice performances (normal notice performance, special notice performance).
[0343] Furthermore, the total value of the allocation rate of the special chart fluctuation patterns "P93", "P94" and "P95" ("12%) is greater than the total value of the allocation rate of the special chart fluctuation patterns "P96" and "P97" ("4%). In other words, when the result of the jackpot judgment is "jackpot" and the jackpot pattern type is "jackpot pattern 4", the special chart 2 fluctuation pattern that goes through normal fluctuations without various advance notice performances (normal advance notice performances, special advance notice performances) and goes to SP reach is more likely to be selected than the special chart 2 fluctuation pattern that goes through normal fluctuations without various advance notice performances and goes only to reach.
[0344] On the other hand, according to Fig. 31(D), the allocation rate value (20%) of the special chart fluctuation pattern "P104" is smaller than the allocation rate value (70%) of the special chart fluctuation pattern "P105", which is a special chart fluctuation pattern for "misses" of the special chart fluctuation patterns "P96" and "P97". In other words, in the case where the judgment result of the special chart 2 fluctuation pattern judgment process is "miss with reach", the special chart 2 fluctuation pattern that goes only to the reach through normal fluctuations without various advance notice performances (normal advance notice performances, special advance notice performances) is more likely to be selected than the special chart 2 fluctuation pattern that goes to the SP reach through normal fluctuations without various advance notice performances.
[0345] As a result of the above, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 4", it is likely that the game will go through normal fluctuation and reach without various advance notice effects (normal advance notice effects, special advance notice effects) and then SP reach. Therefore, when there is no execution of various advance notice effects in normal fluctuation, if the game goes up to SP reach, the player is more likely to expect the subsequent execution of jackpot game 4 than if the game only goes up to reach.
[0346] According to Fig. 31(C), the value of the distribution rate of the special chart variation pattern "P98" is "42%", which is larger than the value of the distribution rate of the special chart variation pattern "P101" ("12%"). In other words, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 5", the special chart 2 variation pattern in which the SP reach is performed through the normal variation that includes the normal notice performance of the first performance mode as a part is more likely to be selected than the special chart 2 variation pattern in which the SP reach is performed through the normal variation that does not perform various notice performances (normal notice performance, special notice performance).
[0347] On the other hand, according to FIG. 31(D), the value of the allocation rate of the special chart fluctuation pattern "P103", which is the special chart fluctuation pattern for "miss" of the special chart fluctuation pattern "P98", is "10%". This value is smaller than the value of the allocation rate of the special chart fluctuation pattern "P104", which is the special chart fluctuation pattern for "miss" of the special chart fluctuation pattern "P101" ("20%"). In other words, when the judgment result of the special chart 2 fluctuation pattern judgment process is "miss with reach", the special chart 2 fluctuation pattern in which the SP reach is performed through normal fluctuation without various notice performances (normal notice performance, special notice performance) is more likely to be selected than the special chart 2 fluctuation pattern in which the SP reach is performed through normal fluctuation including the normal notice performance of the first performance mode, contrary to the case of "jackpot pattern 5".
[0348] From the above, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 5", the SP reach is more likely to be executed if the normal fluctuation includes the normal notice performance of the first performance mode as a part, rather than if the normal fluctuation does not perform various notice performances (normal notice performance, special notice performance). Therefore, the player is more likely to expect the execution of the jackpot game 5 after the SP reach is performed after the normal notice performance of the first performance mode is performed by the normal fluctuation, rather than the SP reach being performed without the execution of various notice performances.
[0349] Furthermore, the value of the distribution rate of the special chart variation pattern "P101" ("12%) is larger than the total value of the distribution rate of the special chart variation pattern "P102" ("4%). In other words, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 5", the special chart 2 variation pattern that goes through normal fluctuations without various advance notice performances (normal advance notice performances, special advance notice performances) and goes to SP reach is more likely to be selected than the special chart 2 variation pattern that goes through normal fluctuations without various advance notice performances and goes only to reach.
[0350] On the other hand, according to Fig. 31(D), the value of the allocation rate of the special chart fluctuation pattern "P104" ("20%) is smaller than the value of the allocation rate of the special chart fluctuation pattern "P105" ("70%), which is the special chart fluctuation pattern for "miss" of the special chart fluctuation pattern "P102". In other words, in the case where the judgment result of the special chart 2 fluctuation pattern judgment process is "miss with reach", the special chart 2 fluctuation pattern that goes only to the reach through the normal fluctuation without various notice performances (normal notice performance, special notice performance) is more likely to be selected than the special chart 2 fluctuation pattern that goes to the SP reach through the normal fluctuation without various notice performances.
[0351] From the above, when the result of the jackpot determination is "jackpot" and the jackpot pattern type is "jackpot pattern 5", it is more likely that the game will go through normal fluctuations without various advance notice effects and reach SP reach than it will go through normal fluctuations without various advance notice effects (normal advance notice effects, special advance notice effects) and reach only. Therefore, when there are no advance notice effects during normal fluctuations, if the game goes through SP reach, the player is more likely to expect the subsequent jackpot game 5 to be played than if the game only goes through reach.
[0352] 7-3. Various performances Next, various effects in this embodiment will be further explained. The effect control microcomputer 121 in this embodiment can execute a "special chart change notice effect" in the normal change of the special chart change effect. Also, it can execute a "pattern change effect" in the special chart change effect. Furthermore, it can execute a "jackpot play notice effect" in the round effect in the jackpot effect mode. Also, it can execute a "corresponding icon notice effect" at the start of the execution of the special chart change effect. The special chart change notice effect is an effect that notifies the execution of the subsequent SP reach, and the jackpot play notice effect is an effect that notifies the execution of the subsequent jackpot ending effect, so these special chart change notice effect and jackpot play notice effect are also simply called "notice effects".
[0353] 7-3-1. Special chart change performance First, the special chart change performance of this embodiment will be described. In the special chart change performance, the three performance patterns EZ1, EZ2, and EZ3 are displayed in a changeable manner on the display unit 50a. These performance patterns EZ1, EZ2, and EZ3 start to change with the start of the special chart change display, and stop with the end of the special chart change display. That is, during the special chart change time of the special chart change display, the performance patterns EZ1, EZ2, and EZ3 are displayed in a changeable manner, and then the performance patterns EZ1, EZ2, and EZ3 are displayed as stopped (main stop display). Then, the result of the special chart lottery can be notified by the stop display of the performance patterns EZ1, EZ2, and EZ3.
[0354] In this embodiment, before the actual stop display of the performance patterns EZ1, EZ2, and EZ3, a temporary stop display of the performance patterns EZ1, EZ2, and EZ3 may be performed. The temporary stop display is, for example, a swaying change display of the performance patterns EZ1, EZ2, and EZ3, or a short-time stop display before the performance patterns EZ1, EZ2, and EZ3 are changed again. Unlike the actual stop display, the result of the special drawing is not necessarily notified by the temporary stop display of the performance patterns EZ1, EZ2, and EZ3.
[0355] Furthermore, in the special chart variable performance, three small symbols KZ1, KZ2, and KZ3 are displayed on the display unit 50a. These small symbols KZ1, KZ2, and KZ3, like the performance symbols EZ1, EZ2, and EZ3, vary with the start of the variable display of the special chart and stop with the end of the variable display of the special chart. The result of the special chart lottery is notified by the stop display of the small symbols KZ1, KZ2, and KZ3. However, unlike the performance symbols EZ1, EZ2, and EZ3, the small symbols KZ1, KZ2, and KZ3 do not have a temporary stop display.
[0356] In this embodiment, there are eight different types of effect patterns for the effect patterns EZ1, EZ2, and EZ3. There are also eight types of small patterns for the small patterns KZ1, KZ2, and KZ3, each corresponding to the effect patterns EZ1, EZ2, and EZ3. Specifically, there are patterns (effect patterns, small patterns) including the number "1", patterns including the number "2", images including the number "3", patterns including the number "4", patterns including the number "5", patterns including the number "6", patterns including the number "7", and patterns including the number "8".
[0357] In addition, the designs containing the number "1" (production designs, small designs), the designs containing the number "3", the designs containing the number "5", and the designs containing the number "7" are called designs containing odd numbers (production designs, small designs). In contrast, the designs containing the number "2" (production designs, small designs), the designs containing the number "4", the designs containing the number "6", and the designs containing the number "8" are called designs containing even numbers (production designs, small designs).
[0358] 7-3-2.SP Reach Next, the SP reach of this embodiment will be further explained. The SP reach is an effect that suggests that the result of the jackpot determination may be a "jackpot". This SP reach suggests that there is a higher possibility of a "jackpot" than the above-mentioned N reach (see FIG. 29). In addition, in this pachinko game machine PY1, when the result of the jackpot determination is a "jackpot", the game state is changed to a jackpot game state with the execution of the subsequent jackpot game, so the SP reach can also be said to be an effect that suggests that the game state may be changed.
[0359] The SP reach of this embodiment includes a first mode, a second mode, and a third mode, which have different SP reach-exclusive effects. The first mode of the SP reach is an SP reach in which the SP reach-exclusive effect is a battle effect between the main character and "Enemy A." The second mode of the SP reach is an SP reach in which the SP reach-exclusive effect is a battle effect between the main character and an ally character and "Enemy B." On the other hand, the third mode of the SP reach is an SP reach in which the SP reach-exclusive effect is a so-called "full rotation reach."
[0360] As shown in Fig. 32(A), in the first mode of SP reach, a background image dedicated to the SP reach (SP reach background image) G113 is first displayed on the display unit 50a. Then, an image indicating the start of the SP reach (SP reach start title image) G11 is displayed so as to overlap with the foreground side of the SP reach background image G113. This SP reach start title image G11 is an image showing the character string "Defeat enemy A!" (see Fig. 32(A)). In other words, this SP reach start title image G11 suggests that the content of the subsequent SP reach-only performance will be a battle (competition) with "enemy A."
[0361] After the above-mentioned SP reach background image G113 and SP reach start title image G11 are displayed, the SP reach exclusive performance in the first mode of SP reach starts as shown in Fig. 32 (B). In this SP reach exclusive performance, an image GM showing the main character and an image GA showing the enemy A are displayed on the display unit 50a.
[0362] The content of the final stage (final stage) of the SP reach-only performance differs depending on the result of the special chart lottery (the special chart change pattern being executed). Specifically, when the result of the special chart lottery is a "jackpot" (that is, when the special chart change pattern being executed corresponds to a "jackpot"), as shown in Fig. 32 (C-1), a display suggesting a jackpot (a display showing the main character rejoicing at winning the battle) is displayed on the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped in a stop state suggesting a jackpot.
[0363] In this embodiment, when the provisionally stopped display of the performance symbols EZ1, EZ2, and EZ3 is a set of three performance symbols including the number "7", the performance symbols EZ1, EZ2, and EZ3 are displayed as a permanent stop, and the small symbols KZ1, KZ2, and KZ3 are displayed as a stop in the same manner. On the other hand, when the provisionally stopped display of the performance symbols EZ1, EZ2, and EZ3 is a set of three performance symbols including numbers other than "7" (in this embodiment, "1", "2", "3", "4", "5", "6", and "8"), the pattern change performance described below can be executed.
[0364] On the other hand, if the result of the special drawing is a "miss" (i.e., the special drawing variation pattern being executed corresponds to a "miss"), as shown in Fig. 32(C-2), a display suggesting a miss (a display showing enemy A rejoicing at winning the battle) is displayed, and the temporary stop display of the performance symbols EZ1, EZ2, and EZ3 is displayed in a stopping mode suggesting a reach miss. After that, as shown in Fig. 32(D), along with the main stop display of the performance symbols EZ1, EZ2, and EZ3, the stop display of the small symbols KZ1, KZ2, and KZ3 is also displayed in the same stopping mode (i.e., a stopping mode suggesting a miss).
[0365] Next, the second mode of the SP reach will be described. As shown in Fig. 33(A), in the second mode of the SP reach, the same SP reach background image G113 as in the first mode is displayed on the display unit 50a. However, an SP reach start title image G12 different from the first mode is displayed so as to overlap the front side of the SP reach background image G113. This SP reach start title image G12 is an image showing the character string "Defeat enemy B!" (see Fig. 33(A)). In other words, this SP reach start title image G12 suggests that the content of the subsequent SP reach-only performance will be a battle (competition) with "enemy B."
[0366] After the above-mentioned SP reach background image G113 and SP reach start title image G12 are displayed, the SP reach-exclusive performance in the second mode of SP reach starts as shown in Fig. 33(B). In this SP reach-exclusive performance, in addition to the image GM showing the main character, an image GN showing the ally character of the main character and an image GB showing the enemy B are displayed on the display unit 50a.
[0367] As in the first mode, the content of the final stage (final stage) of the SP reach-only performance in the second mode differs depending on the result of the special chart lottery (the special chart change pattern being executed). Specifically, when the result of the special chart lottery is a "jackpot," as shown in FIG. 33(C-1), a display suggesting a jackpot (a display in which the hero character and the ally character are happy about winning the battle) is made on the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped in a stopping mode suggesting a jackpot. On the other hand, when the result of the special chart lottery is a "miss," as shown in FIG. 33(C-2), a display suggesting a miss (a display in which enemy B is happy about winning the battle) is made, and the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped in a stopping mode suggesting a reach miss. After that, as shown in FIG. 33(D), together with the main stop display of the performance symbols EZ1, EZ2, and EZ3, the stop display of the small symbols KZ1, KZ2, and KZ3 is also performed in the same stopping manner.
[0368] Next, the third aspect of the SP reach will be explained. As shown in Fig. 34(A), in the third aspect of the SP reach, an SP reach start title image G13 different from that in the first and second aspects is displayed. This SP reach start title image G13 is an image showing the character string "Full Rotation" (see Fig. 34(A)). In other words, this SP reach start title image G13 suggests that the content of the subsequent SP reach-only performance is a full rotation reach. Note that, unlike the first and second aspects, there is no SP reach background image G113 displayed behind the SP reach start title image G13.
[0369] After the above-mentioned SP reach start title image G13 is displayed, the SP reach-exclusive performance in the SP reach of the third mode starts as shown in FIG. 34(B). The full rotation reach is performed as this SP reach-exclusive performance. The full rotation reach is a performance in which three performance symbols EZ1, EZ2, and EZ3 that include the same number are displayed in a variably arranged state on the display unit 50a. Specifically, the three performance symbols EZ1, EZ2, and EZ3 are scrolled from the top to the bottom of the display unit 50a at a speed that is discernible to the player.
[0370] In the final stage (final stage) of the SP reach-only performance in the third mode of the SP reach, the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped in a stopping manner that suggests a big win. In this embodiment, the performance symbols EZ1, EZ2, and EZ3, which include the number "7", are temporarily stopped in a set of three. Then, as shown in FIG. 34(C), together with the actual stopping of the performance symbols EZ1, EZ2, and EZ3, the small symbols KZ1, KZ2, and KZ3 are also stopped in the same stopping manner.
[0371] As described above, when the special pattern variation effect shows three symbols EZ1, EZ2, and EZ3 including the number "7" in a regular stop, the player can understand that he has won "jackpot pattern 1" or "jackpot pattern 3". By executing the full rotation reach of this embodiment, which finally shows three symbols EZ1, EZ2, and EZ3 including the number "7" in a regular stop, the player can understand that the game state after this will change to a high probability high base game state through a jackpot game state. In other words, the SP reach of the third aspect can be said to be an effect that suggests that the game state will change to a high probability high base game state through a jackpot game state.
[0372] 7-3-3. Special chart change notice performance Next, the special chart change time notice performance in this embodiment will be explained. This special chart change time notice performance can be started at the first timing T1, which is 2 seconds after the start of the normal change of the special chart change performance. This special chart change time notice performance is a performance that notices (suggests) the execution of the subsequent SP reach. Therefore, if the special chart change time notice performance is executed during the normal change of the special chart change performance, the SP reach will always be executed in the special chart change performance.
[0373] In the present embodiment, the special chart change notice performance includes a normal notice performance and a special performance mode. Both the normal notice performance and the special notice performance have three types of performance modes (first performance mode, second performance mode, and third performance mode).
[0374] 7-3-3-1. Normal preview performance in the first performance mode The normal notice performance of the first performance mode is a special chart change time notice performance that notices the execution of the SP reach of the first mode. In the normal notice performance of this first performance mode, first, the first title image G201 shown in FIG. 35(A) is displayed in the center of the display unit 50a in accordance with the start of execution at the first timing T1 during the normal change of the special chart change performance. This first title image G201 is an image showing the character string "Next time". By displaying this first title image G201, it is possible to suggest to the player that the special chart change time notice performance will be executed and that the SP reach will be performed after this.
[0375] After the first title image G201 is displayed, the first digest performance as shown in Fig. 35(B) is started on the display unit 50a. This first digest performance is a performance that compiles (summarises) the performance of the SP reach-specific performance (battle performance between the main character and "enemy A") of the above-mentioned first mode of SP reach, excluding the final stage, in a short time (specifically, 5 seconds). By executing such a first digest performance, it is possible to make the player associate with the SP reach of the first mode, and to make the player aware (recall) in advance that the SP reach of the first mode will be performed as the next SP reach.
[0376] After the first digest performance is performed, the second title image G202 and the first subtitle image G203 shown in Fig. 35(C) are displayed on the display unit 50a. The second title image G202 is an image showing the character string "Next", just like the first title image G201. Therefore, the display of the second title image G202 can once again suggest to the player that the special chart change notice performance will be performed and that the SP reach will be performed after this.
[0377] The first subtitle image G203 is an image showing the character string "Enemy A appears." Enemy A is an enemy character that appears in the SP reach of the first mode described above. Therefore, such a first subtitle image G203 can make the player associate with the SP reach of the first mode. In other words, in the normal notice performance of this first performance mode, in addition to the execution of the first digest performance, the subsequent first subtitle image G203 can also make the player associate with the SP reach of the first mode. Therefore, it is possible to make the player more strongly aware (recall) that the SP reach of the first mode will be performed after this.
[0378] In this way, when the normal notice performance of the first performance mode is performed, the SP reach of the first performance mode is always performed afterwards. In other words, after the normal notice performance of the first performance mode is performed, the SP reach of the mode that the player was aware of (recalled) by the normal notice performance of the first performance mode is performed.
[0379] 7-3-3-2. Normal preview performance in the second performance mode The normal notice performance of the second performance mode is different from the normal notice performance of the second performance mode, and is a special chart change time notice performance that notices the execution of the SP reach of the second mode. In the normal notice performance of this second performance mode, first, the above-mentioned first title image G201 is displayed in the center of the display unit 50a in accordance with the start of execution at the first timing T1 during the normal change of the special chart change performance (Figure 36 (A)). By displaying this first title image G201, it is possible to suggest to the player that the special chart change time notice performance will be executed and that the SP reach will be performed after this.
[0380] After the first title image G201 is displayed, the second digest performance as shown in Fig. 36(B) is started on the display unit 50a. This second digest performance is a short summary of the SP reach-specific performance of the above-mentioned second mode SP reach (battle performance between the main character and ally character and "enemy B"), excluding the final stage. By executing such a second digest performance, it is possible to make the player associate with the SP reach of the second mode, and to make the player aware (recall) in advance that the SP reach of the second mode will be performed as the next SP reach.
[0381] After the second digest performance is performed, a second subtitle image G204 is displayed on the display unit 50a in addition to the second title image G202 shown in FIG. 36(C). The second subtitle image G204 is an image showing the character string "Enemy B appears." Enemy B is an enemy character that appears in the SP reach of the second mode. Therefore, such a second subtitle image G204 can make the player associate with the SP reach of the second mode. That is, in the normal notice performance of this second performance mode, in addition to the execution of the second digest performance, the subsequent second subtitle image G204 can also make the player associate with the SP reach of the second mode. Therefore, it is possible to make the player more strongly aware (recall) that the SP reach of the second mode will be performed after this.
[0382] In this way, when the normal notice performance of the second performance mode is performed, the SP reach of the second performance mode is executed afterwards. In other words, the normal notice performance of the second performance mode, like the normal notice performance of the first performance mode, is also executed after the execution, and the SP reach of the mode that the player was aware of (recalled) by the normal notice performance of the second performance mode is executed.
[0383] 7-3-3-3. Normal preview performance in the third performance mode The normal notice performance of the third performance mode is a performance that announces the execution of the SP reach (so-called "full rotation reach") of the third performance mode. The normal notice performance of the third performance mode is a performance in which the above-mentioned first title image G201 is displayed, followed by the above-mentioned second title image G202.
[0384] In the normal notice performance of this third performance mode, the above-mentioned first title image G201 is displayed in the center of the display unit 50a in accordance with the start of execution at the first timing T1 during the normal change of the special chart change performance (FIG. 37(A)). By displaying this first title image G201, it is possible to suggest to the player that the special chart change notice performance will be executed and that the SP reach will be performed after this.
[0385] After the first title image G201 is displayed, a fourth subtitle image G206 is displayed on the display unit 50a in addition to the second title image G202 shown in Fig. 37(B). The fourth subtitle image G206 is an image showing the character string "Full Rotation". Therefore, the fourth subtitle image G206 can make the player associate with (recall) the SP reach of the third mode ("Full Rotation Reach").
[0386] In this embodiment, after the normal notice performance of the third performance mode is performed, the SP reach of the third performance mode is executed. In other words, after the normal notice performance of the third performance mode is executed, the SP reach of the mode that the player was aware of is executed. Therefore, the player can be sure in advance that the SP reach of the third performance mode will be executed by the execution of the normal notice performance of the third performance mode.
[0387] 7-3-3-4. Special preview effect of the first performance mode The special notice performance of the first performance mode is different from the normal notice performance of the first performance mode described above, and is a performance that predicts an SP reach that is different (contradictory) from the SP reach that will be executed afterwards. In other words, it is a performance that does not suggest the SP reach that will be executed afterwards.
[0388] Specifically, in the special notice performance of the first performance mode, the first title image G201 shown in FIG. 35(A) is displayed in accordance with the start of execution at the first timing T1 during the normal change of the special chart change performance, as in the normal notice performance of the first performance mode, and the execution of the first digest performance shown in FIG. 35(B) is started. Furthermore, after the execution of the first digest performance, the second title image G202 and the first subtitle image G203 shown in FIG. 35(C) are displayed. However, unlike the normal notice performance of the first performance mode, after the execution of the special notice performance of the first performance mode, the SP reach of the second mode is executed, not the SP reach of the first mode.
[0389] In the special notice performance of the first performance mode, as in the normal notice performance of the first performance mode, the first title image G201 and the second title image G202 are displayed to suggest to the player that the special chart change notice performance will be performed. That is, the first digest performance and the first subtitle image G203 are displayed to remind the player of the SP reach of the first mode. Therefore, as in the normal notice performance of the first performance mode, the special notice performance of the first performance mode can also make the player more aware (recall) that the SP reach of the first mode will be performed after this.
[0390] However, unlike the normal preview performance of the first performance mode, after the special preview performance of the first performance mode is executed, the SP reach of the second mode is executed instead of the SP reach of the first mode, so that it is possible to take a player by surprise who is aware (remembers) that the SP reach of the first mode will be performed due to the special preview performance of the first performance mode at the time the SP reach of the second mode is executed.
[0391] In particular, players who know the normal notice performance of the first performance mode and the execution of the SP reach of the first performance mode after that are likely to feel uneasy when the SP reach of the second mode is performed after the execution of the special notice performance of the first performance mode. Therefore, it is possible to make players who feel uneasy pay attention to the outcome of the SP reach of the second mode (special chart change performance).
[0392] 7-3-3-5. Special preview effect of the second performance mode Next, the special notice performance of the second performance mode will be explained. The special notice performance of the second performance mode is a performance that switches to the normal notice performance of the second performance mode during the execution of the normal notice performance of the first performance mode described above. In other words, it is a performance of the content (mode) that the above-mentioned special chart change notice performance is performed multiple times.
[0393] Specifically, in the special notice performance of the second performance mode, the first title image G201 shown in FIG. 38(A) is displayed in accordance with the start of execution at the first timing T1 during the normal change of the special chart change performance, as in the normal notice performance of the first performance mode. After the display, the execution of the first digest performance shown in FIG. 38(B) is started. Therefore, as in the normal notice performance of the first performance mode, the display of the first title image G201 can suggest to the player that the special chart change time notice performance will be executed. In addition, the execution of the first digest performance can make the player associate with the SP reach of the first mode. Therefore, it is possible to make the player more strongly aware (recall) that the SP reach of the first mode will be executed after this.
[0394] However, unlike the normal notice performance of the first performance mode, at the second timing T2 during the execution of the first digest performance (FIG. 38(B)), the display is switched to the first title image G201 shown in FIG. 38(C). Specifically, during the normal change of the special chart change performance, at the timing (second timing T2) when the first digest performance, which has an execution period of 5 seconds, has been performed for 3 seconds, the first title image G201 shown in FIG. 38(C) is displayed. In other words, the execution of the first digest performance ends earlier than the normal notice performance of the first performance mode, and the first title image G201 is displayed again. This allows the player to understand that the notice performance during the special chart change that is being executed is not the normal notice performance of the first performance mode. Furthermore, at the second timing T2 during the execution of the first digest performance, the display of the first title image G201 begins, just as at the start of the various normal preview performances described above, so it is possible for the player to see as if the execution of the normal preview performance of the first performance mode has been interrupted and the execution of another special chart change preview performance has started again.
[0395] After the first title image G201 shown in Fig. 38(C) is displayed, the execution of the second digest performance shown in Fig. 38(D) is started. Then, after the special notice performance of the second performance mode, the SP reach of the second mode is performed. Therefore, by executing the second digest performance, it is possible to make a player who has already associated the SP reach of the first mode associate it with the SP reach of the second mode. Thus, it is possible to make the player more strongly aware (recall) that the SP reach of the second mode will be performed after this, not the SP reach of the first mode.
[0396] In this embodiment, the series of performance modes consisting of the display of the first title image G201 shown in FIG. 38(A) and the first digest performance up to the second timing shown in FIG. 38(B) is also called the first stage mode. Also, the series of performance modes consisting of the display of the second title image G202 shown in FIG. 36(C) and the display of the second subtitle image G204 in addition to the display of the first title image G201 shown in FIG. 38(C) and the display of the second digest performance shown in FIG. 38(D) in the first stage mode is also called the first latter stage mode. The display of the first title image G201 shown in FIG. 38(C) and the display of the second digest performance shown in FIG. 38(D) in the first latter stage mode are the same as the display of the first title image G201 shown in FIG. 36(A) and the display of the second digest performance shown in FIG. 36(B) in the normal preview performance of the second performance mode.
[0397] As a result, the special notice performance of the second performance mode consisting of the above-mentioned first stage mode and the first latter stage mode is switched to the execution of the normal notice performance of the second performance mode at the second timing during the execution of the normal notice performance of the first performance mode. Therefore, when the special notice performance of the second performance mode is executed, it is possible to make the player see it as a performance that combines two special chart change time notice performances (the normal notice performance of the first performance mode and the normal notice performance of the second performance mode). In other words, by executing the special notice performance of the second performance mode, it is possible to make the player see it as if the special chart change time notice performance (the normal notice performance) was repeated twice.
[0398] In addition, in the first digest performance of Fig. 38(B) in the first stage mode, it is possible to make the player aware (recall) of the SP reach of the first stage as the SP reach to be executed thereafter, and in the display of the second digest performance of Fig. 38(D) in the first latter stage mode, it is possible to make the player aware (recall) of the SP reach of the second stage. However, in the special notice performance of the second performance mode, since it is executed in the first latter stage mode after execution in the first stage mode, it is possible to take the player by surprise who is already aware that the SP reach of the first stage will be executed, and to make the player aware (recall) once again that the SP reach of the second stage will be executed, not the SP reach of the first stage.
[0399] 7-3-3-6. Special preview performance of the third performance mode Next, the special notice performance of the third performance mode will be explained. The special notice performance of the third performance mode is a performance that switches to the normal notice performance of the third performance mode during the execution of the normal notice performance of the first performance mode described above. In other words, it is a performance of the content (mode) in which the above-mentioned special chart change notice performance is performed multiple times.
[0400] Specifically, in the special notice performance of the third performance mode, the first title image G201 shown in FIG. 39(A) is displayed in accordance with the start of execution at the first timing T1 during the normal change of the special chart change performance, as in the normal notice performance of the first performance mode. After the display, the execution of the first digest performance shown in FIG. 39(B) is started. Therefore, as in the normal notice performance of the first performance mode, the display of the first title image G201 can suggest to the player that the special chart change time notice performance will be executed. In addition, the execution of the first digest performance can make the player associate with the SP reach of the first mode. Therefore, it is possible to make the player more strongly aware (recall) that the SP reach of the first mode will be executed after this.
[0401] However, unlike the normal notice performance of the first performance mode, at the second timing during the execution of the first digest performance (FIG. 39(B)), the display is switched to the first title image G201 shown in FIG. 39(C). Specifically, at the timing (second timing T2) when the first digest performance, which has an execution period of 5 seconds, is performed for 3 seconds, the first title image G201 shown in FIG. 39(C) is displayed. In other words, the execution of the first digest performance ends earlier than the normal notice performance of the first performance mode, and the first title image G201 is displayed again. This allows the player to understand that the special chart change notice performance being executed is not the normal notice performance of the first performance mode. Moreover, since the first title image G201 is displayed in the middle of the execution of the first digest performance, just as at the start of the various normal notice performances described above, it is possible to make the player see that the execution of the normal notice performance of the first performance mode is interrupted and the execution of another special chart change notice performance is started again.
[0402] After the first title image G201 shown in FIG. 39(C) is displayed, a fourth subtitle image G206 is displayed in addition to the second title image G202 shown in FIG. 39(D) as in the normal notice performance of the third performance mode. Then, after the special notice performance of the third performance mode, the SP reach of the third mode is performed. Therefore, as in the normal notice performance of the third performance mode, the display of the fourth subtitle image G206 can make a player who has already associated the SP reach of the first mode associate the SP reach of the third mode ("full rotation reach"). Thus, it is possible to make the player more strongly aware (recall) that the SP reach of the third mode will be performed after this, not the SP reach of the first mode.
[0403] In this embodiment, a series of performance modes consisting of the display of the first title image G201 shown in Fig. 39(C), the display of the second title image G202 shown in Fig. 39(D), and the display of the fourth subtitle image G206 is also referred to as the second latter mode. The second latter mode is the same as the display of the first title image G201 shown in Fig. 37(A), the display of the second title image G202 shown in Fig. 37(B), and the display of the fourth subtitle image G206 in the normal preview performance of the third performance mode.
[0404] As a result, the special notice performance of the third performance mode consisting of the above-mentioned first stage mode and the second latter stage mode is switched to the execution of the normal notice performance of the third performance mode at the second timing T2 during the execution of the normal notice performance of the first performance mode. Therefore, when the special notice performance of the second performance mode is executed, it is possible to make the player see it as a performance that combines two special chart change time notice performances (the normal notice performance of the first performance mode and the normal notice performance of the third performance mode). In other words, by executing the special notice performance of the third performance mode, it is possible to make the player see it as if the special chart change time notice performance (the normal notice performance) was repeated twice.
[0405] In addition, in the first digest performance of Fig. 39(B) in the first mode, it is possible to make the player aware (recall) of the SP reach of the first mode as the SP reach to be executed thereafter, and in the display of the fourth subtitle image G206 of Fig. 39(D) in the second latter mode, it is possible to make the player aware (recall) of the SP reach of the third mode. However, in the special notice performance of the third performance mode, the second latter mode is executed at the second timing T2 that is after the execution of the first mode, so that when the second latter mode is executed, it is possible to take the player by surprise who is already aware that the SP reach of the first mode will be executed, and it is possible to make the player aware (recall) again that the SP reach of the third mode will be executed, not the SP reach of the first mode.
[0406] 7-3-4. Icon preview performance Next, the icon advance notice performance in this embodiment will be described based on Figures 40 and 41. This icon advance notice performance is a performance for notifying the player in advance of the execution of the normal advance notice performance of the second performance mode or the execution of the special advance notice performance of the second performance mode. In other words, it is a performance for notifying the player that the normal advance notice performance of the second performance mode or the special advance notice performance of the second performance mode will be performed in the special chart change performance to be executed.
[0407] In this embodiment, when the icon advance notice performance is executed, it is executed at the start of execution of the special chart change performance in which the normal advance notice performance of the second performance mode or the special advance notice performance of the second performance mode is executed. This icon advance notice performance is not a so-called "preview performance". Specifically, as shown in FIG. 40(A), in the special chart change performance before the execution of the normal advance notice performance of the second performance mode or the special chart change performance in which the special advance notice performance of the second performance mode is executed (one time before in FIG. 40(A)), the display mode of the reserved icon HA is not changed as the execution of the icon advance notice performance. However, as shown in FIG. 40(B), with the start of execution of the special chart change performance in which the normal advance notice performance of the second performance mode or the special advance notice performance of the second performance mode is executed, the image of the icon TA is changed from the "◯" image in the normal mode to the special image GNA in the display mode showing the face of the ally character. This special image GNA is an image of the same design as the head of the image GN showing the ally character appearing in the normal advance notice performance of the second performance mode or the special advance notice performance of the second performance mode described above.
[0408] From the above, when the icon preview performance is performed, it is possible to make the player recognize that the normal preview performance of the second performance mode or the special preview performance of the second performance mode will be performed in the currently executed special chart variation performance. Moreover, since the display mode of the icon TA by the execution of the icon preview performance is the same as the head of the image GN showing the ally character appearing in the normal preview performance of the second performance mode or the special preview performance of the second performance mode, the execution of the icon preview performance can reliably notify the player who knows the normal preview performance of the second performance mode or the special preview performance of the second performance mode that the normal preview performance of the second performance mode or the special preview performance of the second performance mode will be performed.
[0409] FIG. 41 shows the distribution rate (execution probability) of the icon notice performance when the game state is a non-time-saving state. In this embodiment, the execution or non-execution of the icon notice performance is determined by the special chart 1 variation pattern in the determined non-time-saving state. Specifically, in the case of the special chart 1 variation patterns "P24", "P29", "P30", "P31", "P40" and "P42" in the non-time-saving state, the distribution rate of "execution of the icon notice performance" ("60%) is larger than the distribution rate of "non-execution of the icon notice performance" ("40%). On the other hand, in the case of the special chart 1 variation pattern "P46" in the non-time-saving state, the distribution rate of "execution of the icon notice performance" ("20%) is smaller than the distribution rate of "non-execution of the icon notice performance" ("80%). In addition, in the case of the special chart 1 variation patterns in the non-time-saving state other than the above-mentioned special chart 1 variation patterns, only "non-execution of the icon notice performance" is selected.
[0410] From the above, when the result of the judgment in the special chart 1 variation pattern judgment process is "jackpot", the icon preview performance is likely to be performed before the normal preview performance of the second performance mode or the special preview performance of the second performance mode is executed. Therefore, when the icon preview performance is performed, the player is likely to expect the subsequent execution of the jackpot game while being certain of the execution of the normal preview performance of the second performance mode or the special preview performance of the second performance mode.
[0411] 7-3-5. Design change effect Next, the symbol change performance in this embodiment will be described based on FIG. 42. The symbol change performance is a performance that can change the numbers of the three performance patterns EZ1, EZ2, and EZ3 that are temporarily stopped and displayed after the execution of a reach or SP reach. There are five types of symbol change performance in this embodiment: the first symbol change performance, the second symbol change performance, the third symbol change performance, the fourth symbol change performance, and the fifth symbol change performance. The first symbol change performance, the second symbol change performance, the third symbol change performance, and the fourth symbol change performance are performances in which the numbers of the three performance patterns EZ1, EZ2, and EZ3 are changed before and after the execution, whereas the fifth symbol change performance is a performance in which the numbers of the three performance patterns EZ1, EZ2, and EZ3 are not changed before and after the execution.
[0412] First, the first, second, third and fourth symbol change effects will be described. The first symbol change effect is an effect in which the effect patterns EZ1, EZ2 and EZ3 displayed in the temporary stop state by a triple combination of one even number of one kind are changed to a triple combination of one odd number of one kind. The second symbol change effect is an effect in which the effect patterns EZ1, EZ2 and EZ3 displayed in the temporary stop state by a triple combination of one odd number of one kind other than the number "7" are changed to a triple combination of the number "7". The third symbol change effect is an effect in which the effect patterns EZ1, EZ2 and EZ3 displayed in the temporary stop state by a triple combination of one even number of one kind are changed to a triple combination of the number "7". The fourth symbol change effect is an effect in which the effect patterns EZ1, EZ2 and EZ3 displayed in the temporary stop state by a triple combination of one even number of one kind are changed to a triple combination of one odd number of one kind other than "7".
[0413] In this embodiment, when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed with three even numbers of one kind, the first, third, or fourth pattern change performance may be executed. On the other hand, when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed with three odd numbers of one kind other than the number "7", the second pattern change performance may be executed.
[0414] In these first, second, third and fourth pattern change performances, a display performance (first display performance) is first performed using a character image G120 consisting of a head and a dialogue image G121 showing the character string "Chance!" in a speech bubble (see FIG. 42(A)). FIG. 42(A) illustrates the first, third and fourth pattern change performances.
[0415] Following the execution of the first display effect, a display effect (second display effect) using an image G122 showing a "blackout" as shown in Fig. 42(B) is performed. As a result, the effect patterns EZ1, EZ2, and EZ3 that are being temporarily stopped disappear from the display unit 50a. This can surprise the player who has been paying attention to the effect patterns EZ1, EZ2, and EZ3 that are being temporarily stopped, and can also draw the player's attention to the development of the subsequent effects.
[0416] After the second display performance is performed, the performance symbols EZ1, EZ2, and EZ3 are displayed temporarily on the display unit 50a again (see FIG. 42(C)). When the symbol change performance is the first symbol change performance, the performance symbols EZ1, EZ2, and EZ3 are displayed temporarily when three odd numbers of one type are displayed. When the symbol change performance is the second symbol change performance or the third symbol change performance, the performance symbols EZ1, EZ2, and EZ3 are displayed temporarily when three numbers of the number "7" are displayed. When the symbol change performance is the fourth symbol change performance, the performance symbols EZ1, EZ2, and EZ3 are displayed temporarily when three odd numbers of one type other than the number "7" are displayed. FIG. 42(C) illustrates an example of the first symbol change performance, and the case of the third symbol change performance or the fourth symbol change performance. In this embodiment, the symbol change performance ends when the performance symbols EZ1, EZ2, and EZ3 are displayed again.
[0417] After that, as shown in Fig. 42(D), the effect symbols EZ1, EZ2, and EZ3 redisplayed on the display unit 50a are displayed in a regular stop state. Then, the small symbols KZ1, KZ2, and KZ3 are also displayed in a regular stop state (see Fig. 42(D)). This ends the special symbol variation effect.
[0418] Next, the fifth symbol change performance will be described. This fifth symbol change performance is a performance that does not ultimately change the performance patterns EZ1, EZ2, and EZ3 that are temporarily stopped when three even numbers of one type are lined up, or the performance patterns EZ1, EZ2, and EZ3 that are temporarily stopped when three odd numbers of one type other than the number "7" are lined up. In this embodiment, when the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped when three even numbers of one type are lined up, or when the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped when three odd numbers of one type other than the number "7" are lined up, the fifth symbol change performance may be executed.
[0419] In this fifth symbol change performance, first, the first display performance shown in Fig. 42(A) and the second display performance shown in Fig. 42(B) are performed, as in the first to fourth symbol change performances. By executing the second display performance, the fifth symbol change performance can also surprise the player who has been paying attention to the performance patterns EZ1, EZ2, and EZ3 during the temporary stop display, and can also draw the player's attention to the development of the performance after this.
[0420] After the second display performance is performed, the performance symbols EZ1, EZ2, and EZ3 are displayed temporarily on the display unit 50a again. However, in the case of the fifth pattern change performance, as shown in FIG. 42(E), the same performance symbols EZ1, EZ2, and EZ3 as those before the second display performance are displayed temporarily. Specifically, if the performance symbols EZ1, EZ2, and EZ3 before the second display performance are a set of three odd numbers of one type other than the number "7", the performance symbols EZ1, EZ2, and EZ3 of the set of three odd numbers of one type other than the number "7" are displayed temporarily again after the second display performance. Also, if the performance symbols EZ1, EZ2, and EZ3 before the second display performance are a set of three even numbers of one type, the performance symbols EZ1, EZ2, and EZ3 of the set of three even numbers of the same type are displayed temporarily again after the second display performance.
[0421] After that, as shown in FIG. 42(F), the performance symbols EZ1, EZ2, and EZ3 redisplayed on the display unit 50a are displayed in a regular stop state, and the small symbols KZ1, KZ2, and KZ3 are also displayed in a regular stop state.
[0422] 7-3-6. Big Win Ending Next, the big win ending effects in this embodiment will be described with reference to Fig. 43. The big win ending effects include a first ending effect and a second ending effect.
[0423] The first ending effect is an effect that suggests that the game state will transition to a low probability high base game state after the end of the jackpot game. Specifically, as shown in FIG. 43(A), in addition to the right-hit image G108 described above, an image G207 showing the character string "Entering time-saving effect mode" is displayed on the display unit 50a. By displaying the image G207, the player can understand that the game state will transition to a low probability high base game state after the end of the jackpot game.
[0424] On the other hand, the second ending effect is an effect that suggests that the game state will transition to a high probability high base game state after the end of the jackpot game. Specifically, as shown in FIG. 43(B), in addition to the right-hit image G108 described above, an image G208 showing the character string "Entering the probability change effect mode" is displayed on the display unit 50a. By displaying the image G208, the player can understand that the game state will transition to a high probability high base game state after the end of the jackpot game.
[0425] The second ending performance is executed as a jackpot ending performance accompanying a jackpot game after the performance patterns EZ1, EZ2, and EZ3 are stopped in a set of three including odd numbers, such as a jackpot game that has passed through the above-mentioned special chart variation patterns "P21", "P22", "P24"-"P27", "P29", "P30", "P32"-"P34", "P36", "P37", "P71"-"P85", "P87", "P88", "P90", "P91", "P93", "P94" or "P96". Therefore, the player can be sure that the game state will be changed to a game state (high probability high base game state) that is advantageous to the player after the jackpot game, from the stopping state of the performance patterns EZ1, EZ2, and EZ3 before the jackpot game and from the second ending performance just before the end of the jackpot game.
[0426] Furthermore, in this embodiment, the second ending performance is also executed as a jackpot ending performance accompanying a jackpot game that has passed through the above-mentioned special chart variation patterns "P23", "P28", "P31", "P35", "P38", "P86", "P89", "P92" or "P95". In other words, it is executed as a jackpot ending performance accompanying some jackpot games after the performance patterns EZ1, EZ2, and EZ3 are displayed as a complete stop with three patterns including even numbers. Therefore, it is possible to surprise a player who has given up on the idea that the game will move to a low-probability high-base game state that is less favorable than the high-probability high-base game state after the jackpot game, based on the stopping state of the performance pattern...
Claims
1. A setting means that allows the game to be set to a favorable state for the player, It comprises a means for executing a predetermined effect, The aforementioned performance execution means is It is possible to perform suggestive effects that indicate the possibility of entering the aforementioned advantageous game state, It is possible to perform a specific performance prior to the aforementioned suggestive performance. The aforementioned suggestive presentation includes a first suggestive presentation and a second suggestive presentation. The aforementioned specific performance includes a first specific performance that can be executed prior to the first suggestive performance, and a second specific performance that can be executed prior to the second suggestive performance. The first specific performance is, This includes an opening display in a specific manner, and a first dedicated performance that takes place after the opening display, and can be started at a first timing. The aforementioned second specific performance is, This includes the aforementioned opening display and a second dedicated performance that is different from the first dedicated performance, which is performed after the opening display. A gaming machine characterized in that the first specific performance, which was started at the first timing, is executed to the end, and the first specific performance, which was started at the first timing, is interrupted at a second timing while the first dedicated performance is being executed, and then the second specific performance is started.
2. The gaming machine according to Claim 1, A gaming machine characterized in that, when the first specific performance is interrupted at the second timing and the second specific performance is started thereafter, the second specific performance is performed accompanied by the opening display.
3. A gaming machine according to claim 1 or claim 2, The aforementioned performance execution means is A gaming machine characterized in that, if the first specific performance is interrupted at the second timing and the second specific performance is subsequently started, an interruption performance is performed at the second timing to interrupt the execution of the first specific performance.
4. The gaming machine according to claim 3, The aforementioned performance execution means is capable of operating a predetermined movable body, The aforementioned interruption effect is a feature that involves the movement of the predetermined movable body.