Game machine

JP2024179834A5Pending Publication Date: 2026-06-09SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2023-06-16
Publication Date
2026-06-09

AI Technical Summary

Technical Problem

Conventional gaming machines lack engaging performance enhancements that can increase player interest.

Method used

The gaming machine incorporates a setting mechanism for a special gaming state, performance execution, display of specific effects, and movement of movable bodies to suggest a special state, with equal or varying probabilities of effect execution based on movement direction.

Benefits of technology

Enhances player engagement by improving the interest and excitement of the gaming experience through dynamic visual and interactive elements.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To be able to increase an interest of a performance.SOLUTION: A Pachinko game machine PY1 can display specific displays G200, EZ21 at predetermined display positions, can move predetermined movable bodies 55k, 56k, and can execute a challenge performance that suggests the possibility of entering a special game state. After the specific display G200 is displayed at the display position, movable bodies 55k, 56k may move in the direction of the display position to perform the challenge performance. After the specific displays G200, EZ21 are displayed at the display positions, the execution probability of the challenge performance when the movable bodies 55k, 56k move in the direction of the display position is different from the execution probability of the challenge performance when the movable bodies 55k, 56k do not move in the direction of the display positions.SELECTED DRAWING: Figure 32
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Description

[Technical field]

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

[0002] In conventional gaming machines, a gimmick performance may be performed in which a movable board part moves from a retreated position to an operating position. For example, in the gaming machine of the following Patent Document 1, when a lever operation input is detected within the operation valid period, a gimmick performance is performed in response to the lever operation input. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-51242 A Summary of the Invention [Problem to be solved by the invention]

[0004] There is room for improvement in terms of presentation. By implementing improved presentation, it is expected that the entertainment value of the game will increase. [Means for solving the problem]

[0005] The gaming machine of the present invention is A setting means for setting a special game state advantageous to a player; A performance execution means capable of executing a predetermined performance, The performance execution means includes: A specific display can be displayed at a predetermined display position, A predetermined movable body is movable, A specific effect that suggests that the special gaming state may occur is executable; After the specific display is displayed at the display position, the movable body may move toward the display position to perform the specific performance. The probability of executing the specific performance when the movable body moves in the direction of the display position after the specific display is displayed at the display position is different from the probability of executing the specific performance when the movable body does not move in the direction of the display position. 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 the random numbers related to the general map, and (B) is the first table showing the 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 first specific example of a Special Chart 1 fluctuation pattern determination table. [Figure 12] This is a specific example of a special chart 2 fluctuation pattern determination table. [Figure 13]13 is a specific example of a look-ahead determination table. [Figure 14] 13 is a specific example of a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 18] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object performance. [Figure 22] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Figure 23] 4 is a flowchart of a main control process. [Figure 24] 13 is a flowchart of a main-side timer interrupt process. [Diagram 25] 13 is a flowchart of a sub-control main process. [Figure 26] 13 is a flowchart of a sub-side timer interrupt process. [Figure 27] This is a second specific example of the Special Chart 1 fluctuation pattern determination table. [Figure 28] An explanatory diagram showing a specific example of the presentation flow of a special chart change presentation. [Figure 29] An explanatory diagram showing a specific example of the first challenge prompting effect in a special chart change effect. [Diagram 30] An explanatory diagram showing a specific example of the second challenge prompting effect in the special chart change effect. [Diagram 31] 4 is a time chart showing the operation of an above-board movable body and an below-board movable body. [Diagram 32]13 is an explanatory diagram showing a specific example of a moving action when the on-board movable body 55k and the below-board movable body 56k move in a second challenge prompting performance. [Diagram 33] An explanatory diagram showing a specific example of a challenge effect in a special chart change effect. [Diagram 34] An explanatory diagram showing a specific example of the first development teasing effect in a special chart change effect. [Diagram 35] An explanatory diagram showing a specific example of the second development teasing effect in the special chart change effect. [Diagram 36] This is a selection performance selection table. [Figure 37] An explanatory diagram showing a specific example of a selection effect in a special chart change effect. [Figure 38] This is an explanatory diagram showing a specific example of a character reach in a special chart change performance. [Figure 39] An explanatory diagram showing a specific example of a battle reach in a special chart change performance. [Diagram 40] This is an explanatory diagram showing a specific example of a final battle reach in a special chart change performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

[0009] <Basic embodiment> A first embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment that is the basis of the first embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1.

[0010] 1. Structure of the gaming machine A pachinko game machine PY1, which is an embodiment of the game machine of the present invention, will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 1 to 5. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. Furthermore, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.

[0011] As shown in FIG. 1, the pachinko game machine PY1 includes a game machine frame 2. The game machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. The front door 23 includes a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game arcade, a player in front of the pachinko game machine PY1 can see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t may be a transparent glass plate, a transparent synthetic resin plate, etc. It is sufficient that the game area 6 can be seen from the front of the pachinko gaming machine PY1.

[0012] A handle 72k that can be rotated to launch the game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude (launch strength) of the force (the amount by which the launching device 72, described later, drives the launch solenoid) applied to the game balls to launch them. Thus, the game balls are launched with a launch strength according to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes greatly toward the front is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the upper surface of the lower decorative body 36 to store the game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.

[0013] An operable first input device (hereinafter "normal button") 40 is provided forward of the upper tray 34 on the top surface of the lower decorative body 36. The normal button 40 is, for example, a button with a depression surface, a lever with a grip, etc. Also, an operable second input device (hereinafter "special button") 41 is provided on the right decorative body 32 formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 is, for example, a button with a depression surface, a lever with a grip, etc.

[0014] In addition, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31 formed by protruding forward from the upper part of the surface of the front frame 23m. The speaker 52 is composed of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower plate 35 on the front of the lower decorative body 36. Furthermore, a movable frame movable device 58 is attached to the upper side of the left and right edges of the front frame 23m as a performance device for the purpose of increasing the interest in the game. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.

[0015] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.

[0016] Next, the game board unit YU will be described mainly with reference to Figs. 2 to 5. The game board unit YU has a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. Along the opening 1A, an approximately ring-shaped inner wall portion 1B for partitioning a game area 6 in which game balls can flow down is formed so as to protrude forward. In addition, an approximately ring-shaped outer wall portion 1C for partitioning the game area 6 is also formed so as to protrude forward on the outside of the inner wall portion 1B.

[0017] A play area 6 surrounded by an inner wall portion 1B, an outer wall portion 1C, etc. is formed on the front surface of the play board 1. That is, the front surface of the play board 1 is divided into the play area 6 and the other area by the inner wall portion 1B and the outer wall portion 1C.

[0018] The play area 6 is an area where the game balls released by operating the handle 72k can flow down, and is provided for playing the pachinko game machine PY1. A large number of game nails (not shown) are protruding from the play area 6. The game nails form a path that appropriately guides the game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general winning opening 10, the gate 13, the first big winning opening 14, and the second big winning opening 15, which will be described later.

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

[0020] The first start winning device 11D is immovable. Therefore, the ease with which the game ball can enter the first start hole 11 is constant (unchanging). The entry of 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.

[0021] The electric chute 12D is provided with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is usually (in a normal state) in a closed position where it is impossible or extremely difficult to insert a game ball into the second starting hole 12. Then, when a special state is entered, it moves to an open position where a game ball can be inserted into the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also called the "open state" of the second starting hole 12 or the electric chute 12D, and only when in the open state is it possible for a game ball to be inserted into the second starting hole 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also called the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, the second starting hole 12 or the electric chute 12D being in the "open state" is also called "the electric chute 12D opens," and the electric chute 12D being in the "closed state" is also called "the electric chute 12D closes."

[0022] The entry of a game ball into the second starting hole 12 triggers the drawing of a second special symbol (hereinafter referred to as "special symbol 2") (obtaining and determining a random number related to special symbol 2 described below: hereinafter referred to as "special symbol 2 drawing") and the variable display of special symbol 2. In addition, when a game ball enters the second starting hole 12, a predetermined number of game balls (for example, four balls) are paid out as prize balls.

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

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

[0025] In addition, the game area 6 is provided with a first special prize device 14D (hereinafter, also referred to as a "normal AT 14D") in which a first special prize hole 14 into which a game ball can enter is formed.

[0026] The first large prize winning device 14D is provided with a normal AT opening / closing member 14k that can be operated in an open state and a closed state. The first large prize winning opening 14 is opened and closed by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, and it is impossible or extremely difficult for a game ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k operates in an open state, the game ball can enter the first large prize winning opening 14. In this way, the game ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in an open state. When a game ball enters the first large prize winning opening 14, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls.

[0027] In addition, the game area 6 is provided with a guide stage 12g that guides the game ball to the second starting port 12. The game ball rolling on the upper surface of the guide stage 12g can flow down toward the second starting port 12.

[0028] Further, the game area 6 is provided with a second large prize winning device 15D (hereinafter also referred to as "VAT 15D") in which a second large prize winning opening 15 into which a game ball can enter is formed. The second large prize winning device 15D is provided with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize winning opening 15, and it is impossible or extremely difficult for a game ball to enter the second large prize winning opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in an open state, it becomes easy for a game ball to enter the second large prize winning opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize winning opening 15 is also referred to as a "closed state". In this way, the second large prize winning opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large winning port 15, a predetermined number of gaming balls (for example, 14 balls) are paid out as prize balls.

[0029] Here, the second large prize winning device 15D will be described in detail with reference to Fig. 3. Inside the second large prize winning device 15D, a gate-shaped second large prize winning port sensor 15a is provided which detects a game ball that has entered the second large prize winning port 15 and allows the game ball to pass downward.

[0030] A specific area 16 and a non-specific area 17 through which game balls can pass (enter) are provided downstream of the second large prize opening sensor 15a. Game balls that pass through the second large prize opening sensor 15a are sorted by a sorting device 16D into the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.

[0031] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage prevention state: in a front view of FIG. 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above) in which the distribution member 16k prevents the game ball from passing through to the specific area 16. When the distribution member 16k is in the first state, it is impossible or extremely difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16 after passing through the second large prize opening sensor 15a, and the game ball passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.

[0032] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, the distribution member 16k does not cover the specific area 16 directly above, and the area directly above the specific area 16 is open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.

[0033] Basically, the distribution member 16k is held in the first state. In other words, the first state is the normal state of the distribution member 16k. Then, only in a predetermined round of play (for example, 10R), the distribution solenoid 16s is energized and can be changed to the second state.

[0034] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a, which detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.

[0035] It is possible to provide only one of the first special prize device 14D and the second special prize device 15D, so long as it does not interfere with the game.

[0036] In addition, at approximately the bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. In addition, the game board 1 is provided with a board lamp 54 that can emit light.

[0037] Incidentally, the game area 6 through which the game balls can flow can be divided into a left game area (first game area) on the left side of the center in the left-right direction, and a right game area (second game area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left game area is called "left hit". On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right game area is called "right hit". In the pachinko game machine PY1, the flow path through which the game ball can flow when the game ball is launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when the game ball is launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a large number of game nails, etc.

[0038] A first start port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, a player can aim to win the first start port 11 or the general winning port 10 by shooting a game ball so that it flows down the first flow path R1 with a left hit. On the other hand, a second start port 12, a gate 13, a first large winning port 14, and a second large winning port 15 are provided on the second flow path R2. Therefore, a player can aim to pass through the gate 13 or win the second start port 12, the first large winning port 14, or the second large winning port 15 by shooting a game ball so that it flows down the second flow path R2 with a right hit.

[0039] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.

[0040] In addition, the display devices 8 are arranged on the lower left side of the play area 6 formed on the front of the game board 1 (part other than the play area 6). As shown in FIG. 4, the display devices 8 include a special chart 1 display device 81a that variably displays special chart 1, a special chart 2 display device 81b that variably displays special chart 2, and a general chart display device 82 that variably displays general chart. In addition, the display devices 8 include a special chart 1 reserved number (U1: the number of reserved variable displays of special chart 1 by the special chart 1 display device 81a) to be described later, and a special chart 2 reserved number (U2: the number of reserved variable displays of special chart 2 by the special chart 2 display device 81b) to be described later.

[0041] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed in response to the entry of a game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed in response to the entry of a game ball into the second starting hole 12. In the following description, the special chart 1 and the special chart 2 are collectively referred to as the special charts, and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as the special chart lottery. The special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as the special chart display 81. Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as the special chart reserve display 83.

[0042] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then stopped. The stopped special chart (stopped special chart, special pattern derived and displayed as a display result of the variable display) is one special chart selected from multiple types of special charts by the special chart lottery. If the stopped special chart is a predetermined specific special chart (a special chart with a specific stopping mode, i.e., a jackpot pattern), a jackpot game (an example of a special game) is played in which the jackpot opening (first jackpot opening 14 and second jackpot opening 15) is opened.

[0043] The special chart display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special chart according to the result of the special chart lottery according to the lighting state of the LEDs. For example, if the result of the special chart lottery is a big win (one of the multiple types of big wins described later), the special chart display 81 displays a big win pattern consisting of the lighting of the first, second, fifth, and sixth LEDs from the left, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special chart lottery is a loss, the special chart display 81 displays a loss pattern consisting of only the lighting of the rightmost LED, such as "■■■■■■■□". The lighting state of the LEDs corresponding to the result of the special chart lottery is not limited and can be set appropriately. Therefore, for example, all LEDs may be turned off as a loss pattern.

[0044] In addition, in the variable display of the special chart, the special chart is displayed for a predetermined variable time before the special chart is displayed in a stopped state. The mode of the variable display of the special chart is, for example, a mode in which each LED lights up so that light flows repeatedly from left to right. Note that the mode of the variable display of the special chart is not particularly limited, and if each LED is not displayed in a stopped state (lighting display in a specific mode), it may be appropriately set so that all LEDs flash at the same time.

[0045] In the pachinko game machine PY1, when a game ball enters the first start hole 11 or the second start hole 12, various random numbers (an example of numerical information or judgment information) for performing a special drawing lottery or the like may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. In the following, the various random numbers acquired by the game ball entering the first start hole 11 are referred to as "special drawing 1 related random numbers," and the various random numbers acquired by the game ball entering the second start hole 12 are referred to as "special drawing 2 related random numbers." Here, the special drawing 1 related random numbers are stored as special drawing 1 reserves in the special drawing 1 reserve memory unit 105a in the special drawing reserve memory unit 105. On the other hand, the special drawing 2 related random numbers are stored as special drawing 2 reserves in the special drawing 2 reserve memory unit 105b in the special drawing reserve memory unit 105. It is possible to set an upper limit (for example, 4) for the number of reserved special drawings 1 (reserved number of special drawings 1) that can be stored in the reserved special drawing 1 storage unit 105a and the number of reserved special drawings 2 (reserved number of special drawings 2) that can be stored in the reserved special drawing 2 storage unit 105b. In the following, reserved special drawings 1 and reserved special drawings 2 are collectively referred to as "reserved special drawings", and the reserved number of special drawings 1 and the reserved number of special drawings 2 are collectively referred to as "reserved number of special drawings". In addition, the random numbers related to the special drawings 1 and the random numbers related to the special drawings 2 are collectively referred to as "random numbers related to the special drawings".

[0046] In the pachinko game machine PY1, if the variable display of the special chart is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, if a prize is won during the execution of the variable display of the special chart or during the execution of a jackpot game, the variable display of the special chart (or the right to draw a special chart) for that prize can be reserved. The reserved special chart stored in the reserved special chart storage unit 105 is consumed when the variable display of the special chart based on that reserved special chart becomes possible. In other words, the consumption of the reserved special chart means determining the special chart-related random number, etc. corresponding to that reserved special chart and executing the variable display of the special chart to show the result of the determination.

[0047] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by turning on the LEDs corresponding to the number of reserved special drawings.

[0048] Furthermore, the variable display of the regular map notifies the result of the regular map lottery. In the variable display of the regular map, the regular map is displayed variably and then stopped. The regular map that is stopped and displayed (stop regular map, regular map derived and displayed as a display result of the variable display) is one regular map selected from multiple types of regular maps by the regular map lottery. If the regular map that is stopped and displayed is a specific regular map that has been determined in advance (a regular map with a predetermined stopping pattern, i.e. a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.

[0049] The regular map display 82 is composed of, for example, two LEDs, and displays a regular map according to the result of the regular map lottery depending on the lighting state of the LEDs. If the result of the regular map lottery is a win, the regular map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the regular map lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are off may also be adopted as a losing pattern. The lighting state of the LEDs corresponding to the result of the regular map lottery is not limited, and can be set as appropriate.

[0050] In addition, before the normal map is displayed in a stopped state, the normal map is displayed in a variable manner for a predetermined variable time. The variable display of the normal map is, for example, a manner in which both LEDs are alternately lit. Note that the variable display of the normal map is not particularly limited, and may be appropriately set, such as all LEDs flashing at once, unless each LED is displayed in a stopped state (illuminated in a specific manner).

[0051] In the pachinko game machine PY1, when a game ball passes through the gate 13, a normal symbol random number (an example of numerical information or judgment information) for performing a normal symbol lottery may be obtained. This random number is stored in the normal symbol reserve memory unit 106 described below, on the condition that the variable display of the normal symbol or auxiliary play is not being performed. It is possible to set an upper limit (for example, 4) on the number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106. In the following, the normal symbol random number obtained when the game ball passes through the gate 13 is also referred to as a "normal symbol related random number."

[0052] Next, the presentation unit 1U attached to the back of the game board 1 will be described with reference to Fig. 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter "above-board movable device") 55, and a second board movable device (hereinafter "below-board movable device") 56.

[0053] The image display device 50 is 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.

[0054] The on-board movable device 55 is disposed in front of and above the display unit 50a, is movable along the display unit 50a, and includes a decorated on-board movable body 55k. The under-board movable device 56 is disposed in front of and below the display unit 50a, is movable along the display unit 50a, and includes a decorated under-board movable body 56k. Therefore, when a predetermined image is displayed on the display unit 50a of the image display device 50, it appears to the player that the predetermined image is displayed between the on-board movable body 55k and the under-board movable body 56k.

[0055] The on-board movable body 55k and the below-board movable body 56k are held in a normal standby state (initial position) as shown in Fig. 5(A) before the drive source of the on-board movable device 55 and the drive source of the below-board movable device 56 are driven. When the drive source of the on-board movable device 55 is driven, the on-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, as shown in Fig. 5(B), the image display device 50 is covered by the lowered on-board movable body 55k or the raised below-board movable body 56k, making it difficult to see the image display device 50. Therefore, when a specified image is displayed on the display unit 50a of the image display device 50, when the above-board movable body 55k moves, it appears to the player that the above-board movable body 55k is moving in the direction of the specified image, and when the below-board movable body 56k moves, it appears to the player that the below-board movable body 56k is moving in the direction of the specified image.

[0056] In addition, the positions and numbers of the components and devices provided on the game board unit YU can be changed as appropriate as long as it does not interfere with the game.

[0057] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described based on Fig. 6 to Fig. 7. As shown in Fig. 6 to Fig. 7, the pachinko game machine PY1 includes a game control board (hereinafter 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.).

[0058] The pachinko game machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the 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.

[0059] As shown in Fig. 6, a one-chip microcomputer for game control (hereinafter referred to as "microcomputer for game control") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The microcomputer for game control 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.

[0060] The game ROM 103 stores programs for performing the main control main processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table, which will be described later. The game ROM 103 may be external. The game RAM 104 also includes the special symbol reservation memory unit 105 and the normal symbol reservation memory unit 106, which have been described above.

[0061] In addition, the main control board 100 is equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals, and a RAM clear switch 119 for causing the game CPU 102 to clear the information stored in the game RAM 104.

[0062] The main control board 100 is connected to various sensors MS and various actuators MA via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.

[0063] The various sensors MS connected to the main control board 100 include a first start port sensor that detects a game ball that has entered the first start port 11, a second start port sensor that detects a game ball that has entered the second start port 12, a general prize port sensor that detects a game ball that has entered the general prize port 10, a gate sensor that detects a game ball that has passed through the gate 13, a first large prize port sensor that detects a game ball that has entered the first large prize port 14, a second large prize port sensor 15a that detects a game ball that has entered the second large prize port 15, a specific area sensor 16a that detects a game ball that has passed through the specific area 16 (entered the specific area 16), and a non-specific area sensor 17a that detects a game ball that has passed through the non-specific area 17 (entered the non-specific area 17). When each sensor detects a game ball, it outputs a signal according to the detection content to the main control board 100. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.

[0064] The various actuators MA connected to the main control board 100 include an electric chute solenoid that drives the electric chute opening and closing member 12k of the electric chute 12D, a first large prize opening solenoid that drives the normal AT opening and closing member 14k of the first large prize device 14D, a second large prize opening solenoid that drives the VAT opening and closing member 15k of the second large prize device 15D, and a distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D. The type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with play.

[0065] Furthermore, displays 8 (special display 81, ordinary display 82, and special display reserve display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.

[0066] The main control board 100 also transmits various commands to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, and is also connected to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).

[0067] The payout control board 170 pays out prize balls or pays out loan balls using the prize ball payout device 73 or the loan ball payout device 74 based on signals from the game control microcomputer 101 or signals from the connected card unit CU. The number of game balls to be paid out is output to the payout control board 170.

[0068] The launching device 72 is also provided with a touch switch capable of detecting contact with the handle 72k (see FIG. 1) by a person such as a player. When the player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives the launch solenoid so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.

[0069] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the 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.

[0070] 7, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 121 that controls the performance of the pachinko game machine PY1 according to a program is mounted on the 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.

[0071] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.

[0072] In addition, the 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.

[0073] 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.

[0074] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 for executing the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 storing data of images to be displayed on the image display device 50, a VRAM 146 used for developing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images to be displayed on the image display device 50 (still image data and video data, specifically, image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns), background images, etc.).

[0075] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately 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.

[0076] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0077] Based on the commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100, the performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the voice control circuit 161.

[0078] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] A CPU may be mounted on the lamp control circuit 151 as a substrate. In this case, the CPU may be made to execute lighting control of each lamp and operation control of each movable device. Furthermore, in this case, a ROM may be mounted on the substrate and data related to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the sub-control substrate 120 may be changed as appropriate within the range that does not interfere with gameplay.

[0084] 3. Main games played on gaming machines Next, main games played on the pachinko gaming machine PY1 will be described with reference to FIGS.

[0085] 3-1. Games related to regular games First, the game related to the normal map will be explained. When the game ball that was shot passes through the gate 13, the pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 performs a variable display of the normal map (a static display after performing a variable display). Here, the statically displayed normal map includes a winning pattern and a losing pattern. The losing pattern of the normal map is also called a "losing normal map" to distinguish it from the losing pattern of the special map described later. When the winning pattern is statically displayed, the auxiliary game is executed, and the game related to the passage of the gate 13 is ended. On the other hand, when the losing normal map is statically displayed, the auxiliary game is not executed, and the game related to the passage of the gate 13 is ended. In addition, hereinafter, when the game ball passes through the gate 13 when the variable display of the normal map or the auxiliary game is not being performed, it is called "establishment of the normal map variation start condition".

[0086] When the pachinko game machine PY1 performs such a series of games (regular game lottery, variable display of regular game, auxiliary game), it acquires regular game-related random numbers when the regular game variation start condition is met. The acquired regular game-related random numbers include regular game pattern random numbers, as shown in FIG. 8(A). The regular game pattern random numbers are random numbers (judgment information) for making winning judgments. An appropriate range is set for each random number.

[0087] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a win has occurred (whether or not an auxiliary game is executed) using one or more hit determination tables as shown in FIG. 9(A). The hit determination table can be associated with a game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in a non-time-saving state (a hit determination table for non-time-saving) and a hit determination table used in a time-saving state (a hit determination table for time-saving). In each hit determination table, a determination value (a normal pattern random number value) of the normal pattern random number is assigned to a hit or a miss, which is a result of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal pattern random number with the hit determination table to perform a hit determination of whether or not the hit is a hit. Then, based on the result of the hit determination, a normal pattern variation pattern determination is performed to perform a variable display of the normal pattern. If the result of the hit determination is a hit, the winning pattern is basically stopped and displayed in the variable display of the normal pattern. On the other hand, if the result of the winning judgment is a loss, the loss normal map is basically displayed as a stop in the variable display of the normal map. Also, the probability of winning can be changed appropriately.

[0088] 3-1-2. Changes in map The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern using one or more general map fluctuation pattern determination tables as shown in Fig. 9(B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.

[0089] The normal map fluctuation pattern determination table can be associated with the game state. That is, as the normal map fluctuation pattern determination table, it is possible to distinguish between a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in a non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in a time-saving state.

[0090] In each normal map variation pattern determination table, a normal map variation pattern, which is the result of the normal map variation pattern determination, is stored for each normal map to be stopped. That is, the pachinko game machine PY1 can make the normal map variation time different 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.

[0091] 3-1-3. Supplementary games The auxiliary game is executed when a winning symbol is displayed (derived) as a static display result (result of the regular symbol lottery) during the variable display of the regular symbol.

[0092] The auxiliary game includes various elements that constitute the auxiliary game (auxiliary game components), i.e., the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state. The pachinko game machine PY1 controls the auxiliary game using one or more auxiliary game control tables as shown in FIG. 9(C) based on the game state. The auxiliary game control tables are associated with the game state. Auxiliary game components are stored in each auxiliary game control table. The number of times the electric chute 12D opens and the opening time for each opening can be changed as appropriate.

[0093] The pachinko game machine PY1 can make the opening time of the electric chute 12D different between the auxiliary game in the non-time-saving state and the auxiliary game in the time-saving state. For example, in the auxiliary game in the non-time-saving state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get the game ball to enter the electric chute 12D (for example, 0.08 seconds)). In the following, the auxiliary game in the non-time-saving state is also called a "short opening auxiliary game". In the auxiliary game in the time-saving state, the electric chute 12D is opened for a second opening time longer than the first opening time (a time during which it is easy to get the game ball to enter the electric chute 12D (for example, 3.00 seconds)). In the following, the auxiliary game in the time-saving state is also called a "long opening auxiliary game".

[0094] 3-2. Games related to special charts Next, a game related to the special chart will be explained. When the launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special chart 1 lottery. When the special chart 1 lottery is performed, the special chart 1 display 81a performs a variable display of the special chart 1 (a static display after a variable display) to notify the result of the special chart 1 lottery. Here, the statically displayed special chart 1 has a jackpot pattern and a losing pattern. That is, the results of the special chart 1 lottery include a jackpot pattern and a losing pattern. When the jackpot pattern is statically displayed, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is statically displayed, the jackpot game is not performed, and the game based on the winning is terminated.

[0095] Similarly, the pachinko game machine PY1 performs a special drawing for the 2nd drawing when the launched game ball enters the second starting hole 12. When the special drawing for the 2nd drawing is performed, the special drawing for the 2nd drawing is variably displayed (variably displayed and then stopped) on the special drawing for the 2nd drawing in the special drawing for the 2nd drawing, and the result of the special drawing for the 2nd drawing is notified. Here, the special drawing for the 2nd drawing that is stopped includes a jackpot pattern and a losing pattern. That is, the results of the special drawing for the 2nd drawing include a jackpot pattern and a losing pattern. When the jackpot pattern is stopped, a jackpot game is executed, a new game state is set, and the game based on the winning is terminated. On the other hand, when a losing pattern is stopped, a jackpot game is not performed, and the game based on the winning is terminated.

[0096] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." In addition, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." In addition, the losing special pattern is also referred to as the "losing special pattern" to distinguish it from the losing regular pattern described above.

[0097] When the pachinko game machine PY1 performs such a series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met, and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol change pattern random numbers, as shown in FIG. 8(B). The special symbol random numbers are random numbers for making jackpot judgments. The jackpot symbol type random numbers are random numbers for making jackpot symbol type judgments. The reach random numbers are random numbers for making reach judgments. The special symbol change pattern random numbers are random numbers for making special symbol change pattern judgments. An appropriate range is set for each random number. The random numbers are also called judgment information.

[0098] 3-2-1. Jackpot determination The jackpot determination is a determination for determining whether or not a jackpot has occurred (whether or not a jackpot game is executed) using one or more jackpot determination tables as shown in Fig. 10(A). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether the state is the normal probability state or the high probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (a jackpot determination table for normal probability) and a jackpot determination table used in the high probability state (a jackpot determination table for high probability) as the jackpot determination table.

[0099] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko game machine PY1 checks the acquired special symbol random number against the jackpot determination table to determine whether it is a jackpot or a miss. As shown in FIG. 10(A), the high probability jackpot determination table has more special symbol random number determination values ​​that are determined to be a jackpot than the normal probability jackpot determination table. Also, the probability of winning a jackpot can be changed as appropriate.

[0100] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of the jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate each type of jackpot symbol with the contents of the jackpot, in other words, the components of the jackpot consisting of the game benefits given to the player.

[0101] The jackpot symbol type determination table can be associated with the type of the special symbol that is variably displayed, in other words, with the type of the starting hole where the winning that caused the jackpot symbol type determination (that caused the jackpot symbol type determination) occurred. In other words, as the jackpot symbol type determination table, it is possible to distinguish between the jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of the special symbol 1 and the jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of the special symbol 2.

[0102] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY1 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of the jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is appropriately assigned to various jackpot symbols. Also, the allocation rate of the jackpot symbol type can be appropriately changed. Also, the types of jackpot symbols can be appropriately increased or decreased.

[0103] For example, as shown in Fig. 10(B), the distribution rate of the jackpot pattern type by the jackpot pattern type determination for special chart 1 can be set to 50% for jackpot pattern X and 50% for jackpot pattern Y, and the distribution rate of the jackpot pattern type by the jackpot pattern type determination for special chart 2 can be set to 100% for jackpot pattern Z. In this way, it is possible to make the distribution rate of the jackpot pattern type different between the special chart 1 lottery performed when the game ball enters the first starting hole 11 and the special chart 2 lottery performed when the game ball enters the second starting hole 12.

[0104] 3-2-3. Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change presentation described later when the result of the jackpot judgment is a miss, using one or more reach judgment tables such as those shown in Figure 10 (C).

[0105] The reach judgment table can be associated with the game state. That is, as the reach judgment table, it is possible to distinguish between a reach judgment table used in a non-time-saving state (a reach judgment table for non-time-saving) and a reach judgment table used in a time-saving state (a reach judgment table for time-saving).

[0106] In each reach judgment table, the reach random number judgment value (reach random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 checks the acquired reach random number against the reach judgment table to judge whether the reach is reached or not (whether 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".

[0107] 3-2-4. Special chart changes The special pattern change pattern judgment is a judgment for determining the change pattern (special pattern change pattern) of the variable display of the special pattern using one or more special pattern change pattern judgment tables (special pattern change pattern judgment tables) as shown in Figs. 11 and 12, and is performed whether the result of the jackpot judgment is a jackpot or a miss. The special pattern change pattern is identification information for identifying predetermined items related to the special pattern change time and the performance flow (performance content) of the special pattern change performance described later. In addition to the special pattern change time and the performance flow (performance content) of the special pattern change performance, the special pattern change pattern can include identification information related to the result of the jackpot judgment and the reach judgment. As the special pattern change pattern, it is possible to use multiple types of special pattern change patterns each with different identification information, and the number of them can be changed appropriately.

[0108] The special pattern variation pattern judgment table can be associated with the type of special pattern that performs the variable display to be judged, in other words, the type of starting gate where the winning caused by the special pattern variation pattern judgment was made. In other words, as the special pattern variation pattern judgment table, it is possible to distinguish between the special pattern variation pattern judgment table used when performing the variable display of special pattern 1 (special pattern 1 variation pattern judgment table: Figure 11) and the special pattern variation pattern judgment table used when performing the variable display of special pattern 2 (special pattern 2 variation pattern judgment table: Figure 12).

[0109] Each special chart fluctuation pattern determination table can also be associated with a game state. That is, as the special chart 1 fluctuation pattern determination table, it is possible to distinguish between the special chart 1 fluctuation pattern determination table used in the non-time-saving state (special chart 1 fluctuation pattern determination table for non-time-saving) and the special chart 1 fluctuation pattern determination table used in the time-saving state (special chart 1 fluctuation pattern determination table for time-saving). On the other hand, as for the special chart 2 fluctuation pattern determination table, it is also possible to distinguish between the special chart 2 fluctuation pattern determination table used in the non-time-saving state (special chart 2 fluctuation pattern determination table for non-time-saving) and the special chart 2 fluctuation pattern determination table used in the time-saving state (special chart 2 fluctuation pattern determination table for time-saving).

[0110] In addition, each special pattern change pattern determination table associated with the game state can be further associated with a jackpot determination result, a jackpot pattern type determination result, or a reach determination result. That is, the non-time-saving special pattern 1 change pattern determination table and the non-time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss. Similarly, the time-saving special pattern 1 change pattern determination table and the time-saving special pattern 2 change pattern determination table each include a jackpot (by jackpot pattern type), a reach with miss, and a reach without miss.

[0111] Furthermore, each special chart 1 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 1 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 0 to 2 and a special chart 1 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 1 (U1) is 3 to 4. Also, each special chart 2 variation pattern judgment table for a miss without a reach can also be associated with the reserved number of special charts. For example, it is possible to distinguish between a special chart 2 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 0 to 2 and a special chart 2 variation pattern judgment table for a miss without a reach that is used when the reserved number of special charts 2 (U2) is 3 to 4.

[0112] Then, the special chart is displayed in a variable manner in the special chart display device 81 during the special chart change time according to the special chart change pattern determined by each special chart change pattern determination. When the jackpot pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, the next special chart is not displayed immediately, and the jackpot game is played.

[0113] In addition, each special chart change pattern can be associated with a special chart change performance flow as shown in the second column from the right in the table of Figures 11 to 12.

[0114] As shown in the rightmost column of the table in Fig. 11-Fig. 12, the special chart variation pattern may be named in association with the special chart (the result of the jackpot determination) and the content of the special chart variation performance. For example, the special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, the special chart variation pattern in which an SP reach, which is a type of reach, occurs among reach-and-misses is called an "SP miss variation," the special chart variation pattern in which an L reach, which is a type of reach, occurs among reach-and-misses is called an "L miss variation," the special chart variation pattern in which the special chart variation performance ends with an N reach, which is a type of reach, among reach-and-misses is called an "N miss variation," and the special chart variation pattern related to no-reach misses is called a "normal miss variation."

[0115] 3-2-5.Look-ahead judgment The pachinko game machine PY1 performs a look-ahead judgment using one or more look-ahead judgment tables as shown in FIG. 13 based on the acquired special symbol-related random number. The look-ahead judgment includes, for example, a judgment as to whether or not the special symbol random number is judged as a big win in the big win judgment, a judgment as to which big win symbol type the big win symbol type random number is determined to be in the big win symbol type judgment, and a judgment as to which special symbol variation pattern random number is determined to be in the special symbol variation pattern judgment. The look-ahead judgment table can be associated with the type of start port related to the start winning. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table (first look-ahead judgment table) in the case of winning in the first start port 11 and a look-ahead judgment table (second look-ahead judgment table) in the case of winning in the second start port 12.

[0116] The look-ahead judgment table can also be associated with the game state. That is, as the look-ahead judgment table, it is possible to distinguish between a look-ahead judgment table used in a non-time-saving state (non-time-saving look-ahead judgment table) and a look-ahead judgment table used in a time-saving state (time-saving look-ahead judgment table).

[0117] In other words, the look-ahead judgment table can be distinguished between a first look-ahead judgment table used in a non-time-saving state, a first look-ahead judgment table used in a time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that it is possible to appropriately change what judgments are included in the look-ahead judgment.

[0118] 3-3. Jackpot games Next, the jackpot game will be described. The jackpot game includes multiple round games involving the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also written as OP) from the start of the jackpot game to the start of the first round game, and an ending (also written as ED) from the end of the final round game to the end of the jackpot game. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game or the start of the ending. It is also possible not to provide an OP or an ED. In the following, a predetermined number of round games (predetermined order) is simply called a "round." For example, the first (first) round game is called "1st round (1R)," and the tenth round game is called "10th round (10R)."

[0119] The elements (jackpot game components) constituting such a jackpot game include the number of rounds, the number of times the jackpot opening port (first jackpot opening port 14 or second jackpot opening port 15) is opened in each round, the type and opening time (opening pattern) of the jackpot opening for each opening, the time to close the jackpot opening until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special chart is stopped and displayed, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in FIG. 14. The jackpot game control table stores jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games as the jackpot game.

[0120] For example, as shown in Fig. 14, 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.

[0121] In addition, the number of times and the time for each element can be changed as appropriate. In addition, the big win game can be performed using both the first big win opening 14 and the second big win opening 15, or using only one of them.

[0122] Here, the specific area 16 will be described in detail. The specific area 16 can be in a closed state where a prize cannot be won and an open state where a prize can be won, by the distribution member 16k, so that the operation mode of the distribution member 16k can be called the opening and closing mode of the specific area 16. In the following, the operation mode of the distribution member 16k is also called the "opening and closing mode of the specific area 16". In this way, the distribution member 16k is controlled in a certain operation mode (the specific area 16 is in a certain opening and closing mode), and the difficulty (ease) of making the game ball enter the specific area 16 in the big win game is set by a combination of the certain operation mode of the distribution member 16k (the certain opening and closing mode of the specific area 16) and the opening and closing mode of the second big winning port 15 in the big win game. In the following, the specific area 16 being in an open state is also called "V opening".

[0123] For 15 seconds after the second large prize opening starts to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, it is easy for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to enter the specific area 16) because of the relationship between the opening time and timing of the second large prize opening 15 and the time and timing at which the distribution member 16k is controlled to the second state. In this way, it is possible to execute a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which the game ball easily passes through the specific area 16 (hereinafter also referred to as "V passing"), and a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which the game ball cannot or has difficulty passing through the specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V short opening pattern is called a "V short jackpot".

[0124] 3-4. Game status Next, the game state will be 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.

[0125] The normal probability state is set in a "low probability low base game state" or a "low probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is normal. The high probability state is set in a "high probability low base game state" or a "high probability high base game state", and the probability of being determined as a jackpot in the jackpot determination is higher than the normal probability. Therefore, it can be said that the high probability state is more advantageous to the player than the normal probability state. When the power is turned on for the first time in the pachinko game machine PY1, the normal probability state is set. Then, it is possible to switch from the normal probability state to the high probability state by winning a jackpot. For example, it is possible to switch to the high probability state by the game ball passing through the specific area 16 in a jackpot game. It is also possible to switch to the high probability state depending on the type of jackpot pattern. The high probability state can be switched from the high probability state to the normal probability state by performing a predetermined number of jackpot determinations without winning a jackpot, or by winning the next jackpot.

[0126] The non-time-saving state is set in a "low probability low base game state", a "high probability low base game state", or a "jackpot game state". The time-saving state is set in a "low probability high base game state" or a "high probability high base game state", and is a game state in which the opening time of the electric chute 12D in one auxiliary game is likely to be longer than in the non-time-saving state. For example, in the time-saving state, the opening time (e.g., 3.00 seconds) is longer than the opening time (e.g., 0.08 seconds) of the electric chute 12D in the non-time-saving state. In addition, in the time-saving state, it is also possible to make the special chart fluctuation pattern judgment using a special chart fluctuation pattern judgment table that is determined so that a special chart fluctuation pattern with a short special chart fluctuation time is selected more often than in the non-time-saving state (see Figures 11 to 12). As a result, in the time-saving state, the pace of consumption of the special chart reservation is faster, and effective winning (winning that can be stored as a special chart reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.

[0127] In addition, it is possible to make the general map variation time shorter in the time-saving state than in the non-time-saving state. For example, in the time-saving state, the general map variation time (5 seconds) is determined, which is shorter than the general map variation time (30 seconds) determined in the non-time-saving state. Therefore, the number of times the general map lottery is executed per unit time is greater in the time-saving state.

[0128] In addition, the time-saving state can be more likely to be judged as a hit in the hit judgment than the non-time-saving state. For example, in the time-saving state, a hit is judged with a higher probability (e.g., 59936 / 65536) than the probability of being judged as a hit in the non-time-saving state (e.g., 6600 / 65536). Therefore, the time-saving state is judged as a hit more times per unit time.

[0129] In this way, in the time-saving state, the electric chute 12D is open for a longer period of time per unit time than in the non-time-saving state, and it becomes easier for game balls to enter the second starting hole 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot without significantly reducing the number of game balls in possession. Therefore, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.

[0130] When the pachinko game machine PY1 is first powered on, the non-time-saving state is set. Then, for example, the time-saving state can be set by winning a jackpot. The time-saving state can be changed from the time-saving state to the non-time-saving state by a predetermined number of jackpot determinations being made without winning a jackpot, or by winning the next jackpot.

[0131] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a prize, the normal map fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one auxiliary game is more likely to be longer. Three points about the game related to the normal map are set to be advantageous to the player. However, the points set to be advantageous to the player may be only a part of these.

[0132] In addition, the game state after the power is turned on for the first time in the pachinko game machine PY1 is a "low probability low base game state" in which a normal probability state and a non-time-saving state are set. This game state is also called a "normal game state." In addition, in the "jackpot game state," a win determination is performed but a jackpot determination is not performed, so a non-time-saving state is set with the start of a jackpot game. In addition, it is possible to use all or only some of the game states described above for the game state.

[0133] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.

[0134] 4-1.Performance mode First, the presentation mode will be explained. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.

[0135] The customer waiting performance mode can be set when the special chart change performance is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode indicating a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 16 (A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display 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").

[0136] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "high probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime 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.

[0137] The probability variation presentation mode is a presentation mode that can be set when the special chart variation presentation is being performed in the "high probability high base game state", and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variation presentation mode, for example, as shown in FIG. 16 (B-4), a background image (probability variation background image G105) representing the universe is displayed on the display 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.

[0138] 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.

[0139] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, as shown in FIG. 16(C-1), a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display 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.

[0140] The types of presentation modes can be changed or added as appropriate.

[0141] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the change display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the change display of the special chart and the special chart lottery result (the jackpot determination result, the jackpot pattern type determination result, the reach determination result, and the special chart change pattern determination result). In the special chart change performance, the 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 performance pattern is stopped. Then, the result of the special chart lottery is notified by the stop display of the performance pattern.

[0142] In addition, in the special chart variation performance, in addition to the variation display of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the normal button 40, and the special button 41. In this case, it is possible to continue other performances even after the stop display of the performance pattern.

[0143] 4-2-1.Performance pattern display area As shown in Fig. 17(A), the display 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.

[0144] Also, as shown in Fig. 17(A), a small symbol area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display 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.

[0145] In addition, in Figure 17 (A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the extent of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.

[0146] 4-2-2.Normal fluctuation The pachinko game machine PY1 can perform a normal variation first in the special chart variation performance. The normal variation functions as a performance that suggests that the variable display of the special chart has started.

[0147] When the variable display of the special chart starts, for example, as shown in Fig. 17(A), 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.

[0148] 4-2-3.N Reach The pachinko game machine PY1 can perform N-reach when a reach is achieved in normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot" and functions as a presentation to make the player expect a jackpot.

[0149] In the N reach, as shown in FIG. 18(A), the reach-established state is maintained for a predetermined time (for example, 10 seconds), and as shown in FIG. 18(B), the speed of change of the middle performance symbol EZ2 gradually slows down. Then, when the special symbol change pattern of the variable display of the special symbol is, for example, "N miss change," the performance symbols EZ1, EZ2, and EZ3 are displayed stopped in a stopping state suggesting a reach miss (so-called reach miss eyes) as shown in FIG. 18(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping state suggesting a reach miss. There are several types of stopping states suggesting a reach miss, such as "7·6·7" and "5·3·5," in which the left and right symbols are the same and the middle symbol is different from the left and right symbols. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "N jackpot change," it is displayed in a stopping mode (so-called repeated numbers) that suggests a jackpot, as shown in FIG. 18 (C-2). There are several types of stopping modes that suggest a jackpot, such as "7·7·7" and "2·2·2," in which the left, right, and center symbols are the same. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopping mode that suggests a jackpot. Note that the performance content of the N reach is not limited to the gradual deceleration of the center performance symbol EZ2, and can be changed or added as appropriate.

[0150] 4-2-4. SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than the N reach, and functions as a presentation to make the player expect a jackpot.

[0151] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image (background image G113 for 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.

[0152] 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.

[0153] 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.

[0154] In addition, in the vicinity of the reserved icon display area 50d, as shown in Fig. 20 (A), it is possible to provide the icon display area 50e consisting of one display area. The icon display area 50e can display the reserved icon TA that is the same as or different from the reserved icon HA in response to the start of the special chart variation performance.

[0155] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. In addition, the reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them.

[0156] 4-3-1.Hold performance The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance can notify the player of the number of reserved special figures 1 or reserved special figures 2.

[0157] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 20 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, as shown in Fig. 20 (C), and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change presentation ends and a new special chart change presentation starts, as shown in FIG. 20(D), the reserve icon HA displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".

[0158] 4-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart change performance. The notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the movable devices 55, 56, 58, the input devices 40, 41, etc., and can suggest the result of the jackpot determination or the result of the special chart change pattern determination.

[0159] 4-4-1. Movable object production The pachinko game machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are operated, and functions as an effect that makes the player expect a big win.

[0160] In the movable body performance, for example, when the N reach 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 (initial position) 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.

[0161] 4-4-2. Operation direction The pachinko game machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a preview performance. The operation performance is a performance in which the player operates the normal button 40 or the special button 41, and functions as a performance that makes the player expect a big win.

[0162] In the operation presentation, for example, in the SP reach, a period (button operation valid period) occurs during which the pressing operation of the special button 41 is valid, and with the occurrence of this button operation valid period, as shown in FIG. 22(A), a presentation (button operation promotion presentation) is performed to encourage the operation of the special button 41. In the button operation promotion presentation, a button operation promotion image G3 is displayed on the display 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.

[0163] 4-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading performance for the special chart 1 reserve or the special chart 2 reserve for which the special chart lottery has not been performed as a notice performance. The pre-reading performance functions as a performance to suggest in advance the lottery result of the special chart lottery for the special chart 1 reserve or the special chart 2 reserve.

[0164] In the pre-reading performance, for example, when the result of the pre-reading judgment for the special chart 1 reservation is a "jackpot", the reservation icon HA, which is usually displayed as a "◯" in the reservation icon display area 50d, may be displayed as a "☆" as shown in FIG. 20(C). Also, when the result of the pre-reading judgment is a "miss", the reservation icon HA may be displayed as a "☆" as a so-called false performance. Note that the pre-reading performance can be performed for both or either the special chart 1 reservation and the special chart 2 reservation. Also, it is not limited to the change in the display mode of the reservation icon HA, and it is possible to change or add it appropriately. For example, it is also possible to change the stop mode of the performance patterns EZ1, EZ2, and EZ3 in the special chart change performance.

[0165] 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.

[0166] [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.

[0167] 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.

[0168] 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).

[0169] [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.

[0170] 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.

[0171] 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)).

[0172] 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.

[0173] Following the special operation process (S106), a sorting device control process for controlling the sorting device 16D is performed (S107).

[0174] 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.

[0175] 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).

[0176] [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.

[0177] 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.

[0178] 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.

[0179] In the second start hole sensor process, it is determined whether or not a game ball is detected by the second start hole sensor. When it is determined that a game ball is detected, a special pattern 2 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern change pattern random number counter is acquired, and the acquired special pattern 2 related random number is stored in the special pattern 2 reserved memory unit 105b provided in the gaming RAM 104. The special pattern 2 reserved memory unit 105b has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 2 related random numbers are stored in order from the first area. Note that, if the special pattern 2 related random numbers are stored up to the nth area, the newly acquired special pattern 2 related random number is not stored. In addition, a second look-ahead judgment is performed using the acquired special pattern 2 related random number and the second look-ahead judgment table. In addition, depending on the result of the 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.

[0180] 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.

[0181] 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.

[0182] 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.

[0183] 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.

[0184] [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.

[0185] 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.

[0186] 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.

[0187] 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.

[0188] 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.

[0189] [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.

[0190] [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.

[0191] 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.

[0192] 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.

[0193] 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.

[0194] 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.

[0195] 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.

[0196] 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.

[0197] 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.

[0198] [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.

[0199] [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.

[0200] [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.

[0201] [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.

[0202] In addition, the commands generated by the game control microcomputer 101 in each process can be added or changed as appropriate.

[0203] 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.

[0204] [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.

[0205] 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.

[0206] 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).

[0207] 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.

[0208] 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).

[0209] [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).

[0210] 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.

[0211] 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.

[0212] First Embodiment The first embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.

[0213] First, the special chart 1 variation pattern that the game control microcomputer 101 can determine will be described. The game ROM 103 stores a special chart 1 variation pattern determination table shown in FIG. 27. The game control microcomputer 101 can determine the special chart 1 variation pattern using the special chart 1 variation pattern determination table shown in FIG. 27. In the first embodiment, the special chart 1 variation pattern determination table shown in FIG. 27 is used, but it is also possible to use the special chart 1 variation pattern determination table shown in FIG. 11 in combination.

[0214] In the special chart 1 variation pattern determination process in the non-time-saving state, the game control microcomputer 101 determines the special chart 1 variation pattern based on the result of the jackpot determination, the result of the reach determination, and the special chart variation pattern random number. As shown in FIG. 27, the game control microcomputer 101 can determine 26 types of special chart 1 variation patterns, "THP001" to "THP026", as the special chart 1 variation pattern. Which special chart 1 variation pattern is determined depends on the special chart variation pattern random number.

[0215] Specifically, if the result of the jackpot determination is a "jackpot," one of the 10 types of special chart 1 variation patterns, "THP001" to "THP010," is determined. Of the 10 types of special chart 1 variation patterns, "THP001," "THP003," "THP005," and "THP007" are more likely to be determined than the other special chart 1 variation patterns. In addition, "THP001" is called the "final battle A jackpot fluctuation," "THP002" is called the "Battle A jackpot fluctuation," "THP003" is called the "final battle B jackpot fluctuation," "THP004" is called the "Battle B jackpot fluctuation," "THP005" is called the "final battle C jackpot fluctuation," "THP006" is called the "Battle C jackpot fluctuation," "THP007" is called the "final battle D jackpot fluctuation," "THP008" is called the "Battle D jackpot fluctuation," "THP009" is called the "Character A jackpot fluctuation," and "THP010" is called the "Character B jackpot fluctuation."

[0216] Also, if the result of the jackpot judgment is "miss" and the result of the reach judgment is "reach", one of the 14 types of special chart 1 variation patterns "THP011" to "THP024" will be determined. Of the 14 types of special chart 1 variation patterns, "THP022" and "THP024" are more likely to be determined than the other special chart 1 variation patterns. "THP011" is called the "final battle A miss variation", "THP012" is called the "battle A miss variation", "THP013" is called the "final battle B miss variation", "THP014" is called the "battle B miss variation", "THP015" is called the "final battle C miss variation", "THP016" is called the "battle C miss variation", and "THP017" is called the "final battle D miss variation". "THP018" is called the "Battle D missing variation", "THP019" is called the "Character A missing variation", "THP020" is called the "Character B missing variation", "THP021" is called the "Challenge Provocation A missing variation", "THP022" is called the "Challenge Provocation B missing variation", "THP023" is called the "Development Provocation A missing variation", and "THP024" is called the "Development Provocation B missing variation".

[0217] In addition, if the result of the jackpot judgment is "miss" and the result of the reach judgment is "no reach", one of the two types of special chart 1 fluctuation patterns, "THP025" to "THP026", is determined. Which of the two types of special chart 1 fluctuation patterns is determined varies depending on the number of reserved special charts 1. When the number of reserved special charts 1 is 0 to 2, "THP025" with a relatively long special chart fluctuation time of 13,000 ms is likely to be determined, and when the number of reserved special charts 1 is 3 to 4, "THP026" with a relatively short special chart fluctuation time of 4,000 ms is likely to be determined. "THP025" is called "normal A miss fluctuation" and "THP026" is called "normal B miss fluctuation".

[0218] Next, with reference to Figures 28 to 40, we will explain the special chart variation performance that the performance control microcomputer 121 can execute according to the special chart 1 variation pattern determined by the game control microcomputer 101. The performance control microcomputer 121 can execute the following performances in the special chart variation performance in the non-time-saving state.

[0219] A. Normal fluctuation "Normal variation" is a performance that may be performed in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is performed first in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.

[0220] B. Reach (equivalent to special effects) "Reach" is an effect in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern after "normal fluctuation". Since "Reach" can occur when the result of the jackpot determination is "jackpot", it functions as an effect suggesting that a jackpot game may occur. In addition, since "Reach" can subsequently develop into reach effects such as "Final Battle Reach", "Battle Reach", and "Character Reach", it also functions as an effect suggesting that a reach effect may occur.

[0221] C. First challenge promotion The "first challenge prompting effect" is an effect that may be performed after the "reach" is established. This "first challenge prompting effect" is a prompting effect that prompts whether or not the challenge symbol EZ21 showing the character string "challenge" is stopped and displayed at the display position in the center of the display unit 50a as the middle performance symbol EZ2.

[0222] The "first challenge prompting performance" in the first embodiment may subsequently develop into a "challenge performance." In other words, the "challenge performance" can be executed after the "first challenge prompting performance" is executed. Specifically, when the "first challenge prompting performance" is executed, if the challenge symbol EZ21 is displayed at the display position in the center of the display unit 50a, the "challenge performance" is executed, whereas if the challenge symbol EZ21 is not displayed at the display position in the center of the display unit 50a, the "challenge performance" is not executed. Thus, the "first challenge prompting performance" in this embodiment functions as a performance that suggests that the "challenge performance" may be executed.

[0223] D. Second challenge promotion The "second challenge prompting effect" is an effect that may be performed before the establishment of "reach." This "second challenge prompting effect" is, for example, a prompting effect that prompts whether or not all the characters of the character string "challenge" in the challenge panel image G200 displayed at the display position in the center of the display unit 50a as shown in FIG. 30(B) are lit.

[0224] The "second challenge prompting performance" of the first embodiment may develop into a "challenge performance" afterwards, like the above-mentioned "first challenge prompting performance". In other words, the "challenge performance" can be executed after the "second challenge prompting performance". Specifically, when the "second challenge prompting performance" is executed, if all the characters of the character string "challenge" in the challenge panel image G200 displayed at the display position in the center of the display unit 50a are lit, the "challenge performance" is executed, whereas if even one character of the character string "challenge" in the challenge panel image G200 is not lit, the "challenge performance" is not executed. Thus, like the above-mentioned "first challenge prompting performance", the "second challenge prompting performance" of this embodiment functions as a performance suggesting that the "challenge performance" may be executed.

[0225] E. Challenge Production The "challenge effect" is an effect that may be performed after the "first challenge prompting effect" or the "second challenge prompting effect", and is an effect that prompts whether or not the development destination panel image G201a will be flipped over. The "challenge effect" may be performed when the result of the jackpot determination is a "jackpot", so it functions as an effect that suggests that a jackpot game may be played. In addition, the "challenge effect" may develop into a "selection effect" afterwards, so it also functions as an effect that suggests that a "selection effect" may be played. In addition, the "challenge effect" may develop into a "character reach" afterwards, so it also functions as an effect that suggests that a "character reach" will be played.

[0226] F. First development promotion performance The "first development teasing performance" is a performance that may be performed after the "reach" is established, and is a teasing performance that teases whether or not the selected pattern EZ22 will stop as the middle performance pattern EZ2. Since the "first development teasing performance" may develop into the "selection performance" afterwards, it functions as a performance that suggests the possibility of the "selection performance" being performed.

[0227] G. The second development promotion The "second development teasing performance" is a performance that may be performed before the "reach" is established, and is a teasing performance that teases whether all the letters in the selection panel image G202 will light up or not. The "second development teasing performance" may develop into the "selection performance" afterwards, so it functions as a performance that suggests the possibility of the "selection performance" being performed.

[0228] H. Successful performance (equivalent to suggestive performance) The "success effect" is an effect that may be performed in the "challenge effect", the "first development prompting effect" or the "second development prompting effect", and is an effect in which the success image G201b is displayed. The "success effect" subsequently develops into the "selection effect", and therefore functions as an effect suggesting that the "selection effect" will be performed.

[0229] I. Selection The "selection effect" is an effect that may be performed after a "success effect" is performed in the "challenge effect," "first development prompting effect," or "second development prompting effect," and is an effect in which one of the final battle SS image G203, the final battle S image G204, and the battle image G205 is selected. The "selection effect" may be performed when the result of the jackpot determination is a "jackpot," so it functions as an effect suggesting that a jackpot game may be played. In addition, the "selection effect" may develop into a "final battle reach" afterwards, so it functions as an effect suggesting that a "final battle reach" may be played. In addition, the "selection effect" may develop into a "battle reach" afterwards, so it also functions as an effect suggesting that a "battle reach" may be played.

[0230] J. Cara Leach A "character reach" is an effect that may occur after a "success effect" does not occur in a "challenge effect", and is a reach effect in which an ally character challenges a mission. A "character reach" is more likely to occur when the result of the jackpot determination is a "jackpot" than a "miss", so it functions as an effect that suggests the possibility of a jackpot game being played.

[0231] K. Battle Reach The "battle reach" is an effect that may be performed after the battle image G205 is selected in the "selection effect", and is a reach effect in which the main character battles an enemy character. The "battle reach" is more likely to be performed when the result of the jackpot determination is a "jackpot" than when it is a "miss", so it functions as an effect that suggests that a jackpot game is more likely to be played. In addition, a jackpot game is more likely to be played when the "challenge effect" develops into a "battle reach" than when it develops into a "character reach" from a "challenge effect", so the "battle reach" also functions as an effect that suggests that a jackpot game is more likely to be played than the "character reach".

[0232] J. Final Battle Reach The "final battle reach" is an effect that may be performed after the final battle SS image G203 or the final battle S image G204 is selected in the "selection effect", and is a reach effect in which the main character and an ally character battle an enemy character. The "final battle reach" is more likely to occur when the result of the jackpot determination is a "jackpot" than when it is a "miss", so it functions as an effect that suggests that a jackpot game is more likely to be played. In addition, since a jackpot game is more likely to be played when the "selection effect" develops into the "final battle reach" than when it develops into the "battle reach" from the "selection effect", the "final battle reach" also functions as an effect that suggests that a jackpot game is more likely to be played than the "battle reach".

[0233] Next, the main special chart change performance flow executed in the non-time-saving state will be explained. In each performance that constitutes the performance flow, the performance control microcomputer 121 displays a performance image on the display unit 50a, and can execute a light emission performance using the frame lamp 53 and the board lamp 54 and a sound performance using the speaker 52 according to the display of the performance image.

[0234] In the special chart 1 variation pattern of "final battle A big win variation" and "final battle A miss variation", the flow of the variation is executed as shown in Fig. 28(A), which is composed of "normal variation" → "reach" → "first challenge teasing variation" → "challenge variation" → "selection variation" → "final battle reach". In addition, "success variation" may be performed in the "challenge variation" in these special chart variation variations.

[0235] In addition, in the special chart 1 variation pattern of "Battle A Big Win Variation" and "Battle A Miss Variation", the flow of the variation is executed as shown in Fig. 28(B), which is composed of "Normal Variation" → "Reach" → "1st Challenge Provocation Variation" → "Challenge Variation" → "Selection Variation" → "Battle Reach". In addition, "Success Variation" may be performed in the "Challenge Variation" in these special chart variation variations.

[0236] In addition, in the special chart 1 variation pattern of "final battle B big win variation" and "final battle B miss variation", the flow of the variation is executed as shown in Fig. 28(C), which is composed of "normal variation" → "second challenge provocation variation" → "challenge variation" → "reach" → "selection variation" → "final battle reach". In addition, "success variation" may be performed in the "challenge variation" in these special chart variation variations.

[0237] In addition, in the special chart 1 variation pattern of "Battle B big win variation" and "Battle B miss variation", the flow of the variation is executed as shown in Fig. 28(D), which is composed of "normal variation" → "2nd challenge provocation variation" → "challenge variation" → "reach" → "selection variation" → "battle reach". In addition, "success variation" may be performed in the "challenge variation" in these special chart variation variations.

[0238] In addition, in the special chart 1 variation pattern of "final battle C big win variation" and "final battle C miss variation", the flow of the variation is executed as shown in Fig. 28(E), which is composed of "normal variation" → "reach" → "first development provocation" → "selection" → "final battle reach". In addition, "success performance" may be performed in the "first development provocation" in these special chart variation performances.

[0239] In addition, in the special chart 1 variation pattern of "Battle C Big Win Variation" and "Battle C Miss Variation", the performance flow is executed as shown in Figure 28 (F), which consists of "Normal Variation" → "Reach" → "First Development Provocation" → "Selection" → "Battle Reach". In addition, "Success Performance" may be performed in the "First Development Provocation" in these special chart variation performances.

[0240] In addition, in the special chart 1 variation pattern of "Final Battle D Big Win Variation" and "Final Battle D Miss Variation", the flow of the variation is executed as shown in Figure 28(G), which is composed of "Normal Variation" → "Second Development Prompt Variation" → "Reach" → "Selection Variation" → "Final Battle Reach". In addition, in the "Second Development Prompt Variation" in these special chart variation variations, "Success Variation" may be performed.

[0241] In addition, in the special chart 1 variation pattern of "Battle D Big Win Variation" and "Battle D Miss Variation", the flow of the variation is executed as shown in Figure 28(H), which is composed of "Normal Variation" → "Second Development Provocation Variation" → "Reach" → "Selection Variation" → "Battle Reach". In addition, "Success Variation" may be performed in the "Second Development Provocation Variation" in these special chart variation variations.

[0242] In addition, in the special chart 1 variation pattern of "Character A Big Win Variation" and "Character A Miss Variation", the flow of the variation is executed as shown in Figure 28 (I), which is composed of "Normal Variation" → "Reach" → "1st Challenge Provocation Variation" → "Challenge Variation" → "Character Reach". In addition, in the "Challenge Variation" in these special chart variation variations, "Success Variation" is not performed.

[0243] In addition, in the special chart 1 variation pattern of "Character B big win variation" and "Character B miss variation", the flow of the variation is executed as shown in Figure 28(J), which is composed of "normal variation" → "2nd challenge provocation variation" → "challenge variation" → "reach" → "character reach". In addition, in the "challenge variation" in these special chart variation variations, "success variation" is not performed.

[0244] In addition, in the special chart change performance in which the special chart 1 change pattern is a "challenge prompting A miss change", a performance flow consisting of "normal change" → "reach" → "first challenge prompting performance" is executed, as shown in Figure 28 (K).

[0245] In addition, in the special chart change performance in which the special chart 1 change pattern is a "challenge prompting B miss change", a performance flow consisting of "normal change" → "second challenge prompting performance" is executed, as shown in Figure 28 (L).

[0246] In addition, in the special chart change performance where the special chart 1 change pattern is "Development A Miss Change", as shown in Figure 28 (M), a performance flow consisting of "Normal Change" → "Reach" → "First Development Provocation Performance" is executed. Note that in the "First Development Provocation Performance" in this special chart change performance, "Success Performance" is not performed.

[0247] In addition, in the special chart change performance in which the special chart 1 change pattern is "Development provocation B miss change", as shown in Figure 28 (N), a performance flow consisting of "normal change" → "second development provocation performance" is executed. Note that "success performance" is not performed in the "second development provocation performance" in this special chart change performance.

[0248] In addition, in the special chart 1 change pattern, in the special chart change presentation of "normal A miss change" or "normal B miss change", a presentation flow consisting only of "normal change" is executed, as shown in Figure 28 (O).

[0249] Next, the main effects executed in the special chart change performance in the non-time-saving state will be specifically explained. In the special chart change performance described below, the small patterns KZ1, KZ2, and KZ3 are also displayed in addition to the display of the display patterns EZ1, EZ2, and EZ3, but the illustration of the small patterns KZ1, KZ2, and KZ3 may be omitted. In the special chart change performance described below, the display of the reserved icon HA is also performed in parallel, but the illustration of the reserved icon HA may be omitted.

[0250] First, the "first challenge prompting performance" will be specifically explained. The performance control microcomputer 121 can execute the "first challenge prompting performance" after the "reach" is established in the special chart change performance in which the special chart 1 change pattern is "final battle A big win change", "final battle A miss change", "battle A big win change", "battle A miss change", "character A big win change", "character A miss change", and "challenge prompting A miss change". In the "first challenge prompting performance", the possibility of a "challenge performance" being performed is suggested.

[0251] Figures 29(A) to 29(E) are diagrams showing how the "first challenge prompting performance" is carried out. When "normal variation" starts in the special chart variation performance, as shown in Figure 29(A), the performance symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a. After that, as shown in Figure 29(B), when the left performance symbol EZ1 and the right performance symbol EZ3 are displayed stopped at the same type of performance symbol (here, the "5·↓·5" reach pattern) and a "reach" is established, the "first challenge prompting performance" is carried out.

[0252] In the "first challenge prompting performance", as shown in Fig. 29(C), the challenge symbol EZ21 as the middle performance symbol EZ2 is displayed variably at a low speed on the display unit 50a, and it is prompted whether the challenge symbol EZ21 is displayed stationary or not. After that, when the special chart 1 variation pattern is "final battle A big win variation", "final battle A miss variation", "battle A big win variation", "battle A miss variation", "character A big win variation", or "character A miss variation", as shown in Fig. 29(D), the challenge symbol EZ21 is displayed stationary on the display unit 50a, and the "challenge performance" is developed. Details of the "challenge performance" will be described later. On the other hand, when the special chart 1 variation pattern is a "challenge prompting A miss variation," as shown in Figure 29(E), the challenge pattern EZ21 is not displayed stopped, and the performance patterns EZ1, EZ2, and EZ3 are displayed stopped on the display unit 50a in a manner suggesting a miss (here, the "5·6·5" reach miss number).

[0253] Next, the "second challenge provocation performance" will be specifically described. The performance control microcomputer 121 can execute the "second challenge provocation performance" before the "reach" is established (after the "normal change") in the special chart change performance in which the special chart 1 change pattern is "final battle B big win change", "final battle B miss change", "battle B big win change", "battle B miss change", "character B big win change", "character B miss change", and "challenge provocation B miss change". The "second challenge provocation performance" suggests the possibility that a "challenge performance" will be performed. The performance control microcomputer 121 can make the performance mode different between the "first challenge provocation performance" and the "second challenge provocation performance".

[0254] FIG. 30(A) to FIG. 30(F) are diagrams showing how the "second challenge prompting performance" is performed. When the "normal variation" starts in the special chart variation performance, as shown in FIG. 30(A), the performance patterns EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a. After that, as shown in FIG. 30(B), when the challenge panel image G200 is displayed on the display unit 50a without the "reach" being established, the "second challenge prompting performance" is performed. The challenge panel image G200 is an image including the characters "cha", "ya", "re", "n", and "ji", and is displayed between the on-board movable body 55k and the under-board movable body 56k. In addition, the challenge panel image G200 is displayed so that all the characters are turned off at the start of the display.

[0255] In the "second challenge stimulation performance", as shown in Fig. 30(C), the characters of the challenge panel image G200 are displayed so that they light up one by one, and the movable body 55k on the board and the movable body 56k on the board are swayed up and down, and it is stimulated whether all the characters of the challenge panel image G200 light up or not. After that, when the special chart 1 fluctuation pattern is "final battle B big win fluctuation", "final battle B miss fluctuation", "battle B big win fluctuation", "battle B miss fluctuation", "character B big win fluctuation", and "character B miss fluctuation", as shown in Fig. 30(D), all the characters of the challenge panel image G200 are displayed so that they light up, and the movable body 55k on the board and the movable body 56k on the board appear on the display unit 50a. This appearance action causes the on-board movable body 55k and the under-board movable body 56k to move toward the challenge panel image G200, making it appear as if the on-board movable body 55k and the under-board movable body 56k are sandwiching the challenge panel image G200. After that, as shown in FIG. 30(E), the on-board movable body 55k and the under-board movable body 56k return to their standby positions, and a "reach" is established in which the left performance pattern EZ1 and the right performance pattern EZ3 stop at the same type of performance pattern (here, the "5·↓·5" reach eye), and the "challenge performance" is developed. On the other hand, when the special chart 1 variation pattern is the "challenge teasing B miss variation", as shown in FIG. 30(F), all the characters in the challenge panel image G200 are not lit, and the on-board movable body 55k and the under-board movable body 56k do not appear on the display unit 50a. At this time, the performance symbols EZ1, EZ2, and EZ3 are displayed stopped on the display unit 50a in a manner suggesting a miss (here, the spread of "1·2·3").

[0256] Here, the operation of the on-board movable body 55k and the under-board movable body 56k in the "second challenge prompting performance" will be described in detail mainly with reference to Fig. 31(A) and Fig. 30 and Fig. 32. The performance control microcomputer 121 can operate the on-board movable body 55k and the under-board movable body 56k in a predetermined operating mode in the "second challenge prompting performance".

[0257] FIG. 31(A) is a time chart showing the movement of the on-board movable body 55k and the under-board movable body 56k in the "second challenge stimulation performance". Here, the position of the on-board movable body 55k in the standby state is, for example, the first position shown in FIG. 32(A), the position where the on-board movable body 55k appears by the appearance operation is, for example, the second position shown in FIG. 30(D) or FIG. 32(C), and the position where the on-board movable body 55k moves to the maximum by the swinging operation is, for example, the third position shown in FIG. 30(C). Also, the position of the under-board movable body 56k in the standby state is, for example, the fourth position shown in FIG. 32(A), the position where the under-board movable body 56k appears by the appearance operation is, for example, the fifth position shown in FIG. 30(D) or FIG. 32(C), and the position where the under-board movable body 56k moves to the maximum by the swinging operation is, for example, the sixth position shown in FIG. 30(C).

[0258] As shown in FIG. 31(A), the distance from the first position to the second position and the distance from the fourth position to the fifth position are both the first distance (specifically, 70 mm), and the distance from the first position to the third position and the distance from the fourth position to the sixth position are both the second distance (specifically, 35 mm). The performance control microcomputer 121 can cause the on-board movable body 55k and the under-board movable body 56k to perform a swinging motion and an appearance motion in the "second challenge prompting performance". When the "second challenge prompting performance" starts, first, the on-board movable body 55k and the under-board movable body 56k perform a swinging motion. In this swinging motion, the on-board movable body 55k makes three round trips between the first position and the third position, and the under-board movable body 56k makes three round trips between the fourth position and the sixth position within 3000 ms.

[0259] After that, when all the characters of the character string "Challenge" in the challenge panel image G200 are lit up, the on-board movable body 55k and the under-board movable body 56k perform an appearance action. In this appearance action, the on-board movable body 55k moves from the first position, and the under-board movable body 56k moves from the fourth position toward the display position of the challenge panel image G200 (a position including the vertical center of the display unit 50a). Specifically, within 3000 ms, the on-board movable body 55k moves from the first position (FIG. 32(A)) toward the display position of the challenge panel image G200 including the vertical center of the display unit 50a as shown in FIG. 32(B), moves to the second position shown in FIG. 32(C), and returns to the first position again. At the same time, within 3000 ms, the under-board movable body 56k moves from the fourth position (Figure 32(A)) in the direction of the display position of the challenge panel image G200, which includes the vertical center of the display unit 50a, as shown in Figure 32(B), then moves to the fifth position shown in Figure 32(C), and then returns to the fourth position again.

[0260] In this embodiment, when the on-board movable body 55k and the under-board movable body 56k perform the appearance operation, both the on-board movable body 55k and the under-board movable body 56k emit light during the appearance operation. Specifically, as shown in Fig. 32(B) and Fig. 32(C), the rectangular first light-emitting unit 55L1, the second light-emitting unit 55L2, the third light-emitting unit 55L3, and the fourth light-emitting unit 55L4 provided on the on-board movable body 55k all emit light in the first light-emitting color (specifically, red) during the appearance operation. At the same time, the circular first light-emitting unit 56L1, the second light-emitting unit 56L2, the third light-emitting unit 56L3, and the fourth light-emitting unit 56L4 provided on the under-board movable body 56k all emit light in the second light-emitting color (specifically, red) during the appearance operation. During the appearance operation, each of the light-emitting sections 55L1, 55L2, 55L3, and 55L4 of the above-board movable body 55k emits light in a first light color, and each of the light-emitting sections 56L1, 56L2, 56L3, and 56L4 of the below-board movable body 56k emits light in a second light color, so that it is possible to attract the player's attention to the above-board movable body 55k and the below-board movable body 56k during the appearance operation, and it is also possible to attract the player's interest in the performance (challenge performance) that takes place after this.

[0261] Furthermore, in this embodiment, when the on-board movable body 55k and the under-board movable body 56k perform the appearance operation, an effect image is displayed around both the on-board movable body 55k and the under-board movable body 56k during the appearance operation. Specifically, a band-shaped first effect image EG1 is displayed around the on-board movable body 55k during the appearance operation (but within the display unit 50a). This first effect image EG1 is made of a first display color (specifically, red). This first display color is the same color as the first light-emitting color (red) emitted by each light-emitting unit 55L1, 55L2, 55L3, and 55L4 of the on-board movable body 55k during the appearance operation. In addition, a band-shaped second effect image EG2 is displayed around the under-board movable body 56k during the appearance operation (but within the display unit 50a). This second effect image EG2 is made of a second display color (specifically, red). This second display color is the same as the second light emitting color (red) emitted by each light emitting portion 56L1, 56L2, 56L3, 56L4 of the under-board movable body 56k during the appearing operation. Therefore, the on-board movable body 55k and the under-board movable body 56k during the appearing operation can be made to stand out reliably, and it is possible to reliably attract the attention of the player, and it is also possible to attract the interest of the player in the performance (challenge performance) executed after this.

[0262] On the other hand, if any of the characters in the string "Challenge" in the challenge panel image G200 is not lit up, the appearance action of the above-board movable body 55k and the below-board movable body 56k is not performed, and only the shaking action of the above-board movable body 55k and the below-board movable body 56k ends.

[0263] Next, the "challenge performance" will be specifically described. The performance control microcomputer 121 can execute a "challenge performance" after the "first challenge prompting performance" or the "second challenge prompting performance" in the special chart change performance in which the special chart 1 change pattern is "final battle A big win change", "final battle A miss change", "battle A big win change", "battle A miss change", "character A big win change", "character A miss change", "final battle B big win change", "final battle B miss change", "battle B big win change", "battle B miss change", "character B big win change", and "character B miss change". In the "challenge performance", the possibility of a "selection performance" being performed is suggested.

[0264] 33(A) to 33(C) are diagrams showing how the "challenge performance" is performed. When the challenge symbol EZ21 is stopped and displayed in the "first challenge prompting performance" (see FIG. 29(D)), or when all the characters of the challenge panel image G200 are lit up in the "second challenge prompting performance" (see FIG. 30(D)), the "challenge performance" is performed.

[0265] In the "challenge performance", as shown in FIG. 33(A), the development destination panel image G201a is displayed on the display unit 50a, and it is suggested whether the development destination panel image G201a will be turned over or not. After that, when the special chart 1 variation pattern is "final battle A big win variation", "final battle A miss variation", "battle A big win variation", "battle A miss variation", "final battle B big win variation", "final battle B miss variation", "battle B big win variation", "battle B miss variation", "battle B miss variation", "success performance" in which the development destination panel image G201a is turned over is performed, and the "selection performance" is developed. The details of the "selection performance" will be described later. In the "success performance", the development destination panel image G201a changes to a success image G201b, and as shown in FIG. 33(B), the success image G201b is displayed on the display unit 50a. The "success performance" is also performed in the "first development stimulation performance" and the "second development stimulation performance" described later. On the other hand, when the special chart 1 variation pattern is "Character A big win variation", "Character A miss variation", "Character B big win variation", or "Character B miss variation", the development destination panel image G201a does not turn over, and as shown in FIG. 33(C), the development destination panel image G201a continues to be displayed on the display unit 50a and develops into "Character Reach". The details of "Character Reach" will be described later. In other words, the success image G201b functions as an image suggesting development to "Selection Performance", and the development destination panel image G201a functions as an image suggesting development to "Character Reach".

[0266] Next, the "first development provocation performance" will be specifically explained. The performance control microcomputer 121 can execute the "first development provocation performance" after the "reach" is established in the special chart change performance in which the special chart 1 change pattern is "final battle C big win change", "final battle C miss change", "battle C big win change", "battle C miss change", and "development provocation A miss change". In the "first development provocation performance", the possibility of a "selection performance" being performed is suggested.

[0267] Figures 34(A) to 34(F) are diagrams showing how the "first development teasing performance" is performed. When "normal variation" begins in the special chart variation performance, as shown in Figure 34(A), the performance symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a. After that, as shown in Figure 34(B), when the left performance symbol EZ1 and the right performance symbol EZ3 are displayed stopped at the same type of performance symbol (here, the "5·↓·5" reach pattern) and a "reach" is established, the "first development teasing performance" is performed.

[0268] In the "first development teasing performance", as shown in FIG. 34(C), the selected symbol EZ22 as the middle performance symbol EZ2 is displayed variably at a low speed on the display unit 50a, and it is teased whether the selected symbol EZ22 is displayed stationary or not. After that, in the case where the special chart 1 variation pattern is "final battle C big win variation", "final battle C miss variation", "battle C big win variation", or "battle C miss variation", as shown in FIG. 34(D), the selected symbol EZ22 is displayed stationary on the display unit 50a and a "success performance" is performed. This "success performance" is the same performance as the above-mentioned "success performance", and as shown in FIG. 34(E), a success image G201b is displayed on the display unit 50a. Then, after the "success performance" is performed, it develops into a "selection performance". The details of the "selection performance" will be described later. On the other hand, when the special chart 1 variation pattern is "Development Guidance A Miss Variation," as shown in Figure 34(F), the selected symbol EZ22 is not displayed as stopped, and the performance symbols EZ1, EZ2, and EZ3 are displayed as stopped on the display unit 50a in a manner suggesting a miss (here, the "5·6·5" reach miss number).

[0269] Next, the "second development provocation performance" will be specifically described. The performance control microcomputer 121 can execute the "second development provocation performance" before the "reach" is established (after the "normal change") in the special chart change performance in which the special chart 1 change pattern is "final battle D big win change", "final battle D miss change", "battle D big win change", "battle D miss change", and "development provocation B miss change". The "second development provocation performance" suggests the possibility that a "selection performance" will be performed. The performance control microcomputer 121 can make the performance mode different between the "first development provocation performance" and the "second development provocation performance".

[0270] FIG. 35(A) to FIG. 35(F) are diagrams showing how the "second development prompting performance" is performed. When the "normal variation" starts in the special chart variation performance, as shown in FIG. 35(A), the performance patterns EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a. After that, as shown in FIG. 35(B), when the selection panel image G202 is displayed on the display unit 50a without the "reach" being established, the "second development prompting performance" is performed. The selection panel image G202 is an image including the characters "select" and "choice", and is displayed between the on-board movable body 55k and the under-board movable body 56k. In addition, the selection panel image G202 is displayed so that all characters are turned off at the start of the display.

[0271] In the "second development teasing performance", as shown in FIG. 35(C), the characters of the selection panel image G202 are displayed so that they light up one by one, and the on-board movable body 55k and the under-board movable body 56k are swayed up and down to tease whether all the characters of the selection panel image G202 are lit up or not. After that, when the special chart 1 variation pattern is "final battle D big win variation", "final battle D miss variation", "battle D big win variation", or "battle D miss variation", as shown in FIG. 35(D), all the characters of the selection panel image G202 are displayed so that they light up, and the on-board movable body 55k and the under-board movable body 56k are made to appear on the display unit 50a, and a "success performance" is performed. By this appearance action, the on-board movable body 55k and the under-board movable body 56k move toward the selection panel image G202, making it look like the selection panel image G202 is sandwiched between the on-board movable body 55k and the under-board movable body 56k. The "success performance" performed here is the same as the "success performance" described above, and as shown in FIG. 35(E), the success image G201b is displayed on the display unit 50a. After the "success performance" is performed, as shown in FIG. 35(F), the left performance pattern EZ1 and the right performance pattern EZ3 are stopped and displayed with the same type of performance pattern (here, the "5·↓·5" reach eye), and the "selection performance" is established. On the other hand, when the special chart 1 variation pattern is the "development teasing B miss variation", as shown in FIG. 35(G), all the characters of the selection panel image G202 are not lit, and the on-board movable body 55k and the under-board movable body 56k do not appear on the display unit 50a. At this time, the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed on the display unit 50a in a manner suggesting a miss (here, the "1·2·3" spread eyes).

[0272] Here, the operation of the on-board movable body 55k and the under-board movable body 56k in the "second development stimulation performance" will be described in detail with reference to FIG. 31(B). The performance control microcomputer 121 can operate the on-board movable body 55k and the under-board movable body 56k in a predetermined operation mode in the "second development stimulation performance". In the first embodiment, the operation mode of the on-board movable body 55k and the under-board movable body 56k in the "second development stimulation performance" is the same as the operation mode of the on-board movable body 55k and the under-board movable body 56k in the "second challenge stimulation performance", but they may be different operation modes.

[0273] FIG. 31(B) is a time chart showing the movement of the on-board movable body 55k and the under-board movable body 56k in the "second development stimulation performance". Here, the above-mentioned first to sixth positions of the on-board movable body 55k and the under-board movable body 56k are used for explanation. As shown in FIG. 31(B), the distance from the first position to the second position and the distance from the fourth position to the fifth position are both 70 mm, and the distance from the first position to the third position and the distance from the fourth position to the sixth position are both 35 mm. The performance control microcomputer 121 can cause the on-board movable body 55k and the under-board movable body 56k to perform a swinging motion and an appearance motion in the "second development stimulation performance". When the "second development stimulation performance" is started, the swinging motion of the on-board movable body 55k and the under-board movable body 56k is performed first. In this swinging motion, the on-board movable body 55k moves back and forth between the first position and the third position three times within 3000 ms, and the under-board movable body 56k moves back and forth between the fourth position and the sixth position three times. After that, if all the characters in the selected panel image G202 are lit, the on-board movable body 55k and the under-board movable body 56k perform an appearance motion. In this appearance motion, the on-board movable body 55k moves from the first position to the second position and then returns to the second position again within 3000 ms, and the under-board movable body 56k moves from the fourth position to the fifth position and then returns to the fourth position again. On the other hand, if all the characters in the selected panel image G202 are not lit, the appearance motion of the on-board movable body 55k and the under-board movable body 56k is not performed, and only the swinging motion of the on-board movable body 55k and the under-board movable body 56k ends.

[0274] Next, the "selection performance" will be specifically described. The performance control microcomputer 121 can execute the "selection performance" after the "first development provocation performance" or the "second development provocation performance" in the special chart change performance in which the special chart 1 change pattern is "final battle A jackpot change", "final battle A miss change", "battle A jackpot change", "battle A miss change", "final battle B jackpot change", "final battle B miss change", "battle B jackpot change", "battle B miss change", "final battle C jackpot change", "final battle C miss change", "battle C jackpot change", "battle C miss change", "final battle D jackpot change", "final battle D miss change", "battle D jackpot change", "battle D miss change". In the "selection performance", the possibility of "final battle reach" or "battle reach" being performed is suggested.

[0275] The microcomputer 121 for controlling the performance can select an option to be selected in the "selection performance" by using the selection performance selection table shown in FIG. 36. There are three options: "final battle SS", "final battle S", and "battle". When making a selection, the special chart 1 variation pattern is referred to. Specifically, when the special chart 1 variation pattern is "final battle A jackpot variation" or "final battle B jackpot variation", "final battle SS" is selected at a rate of 50%, "final battle S" is selected at a rate of 50%, and "battle" is not selected. Also, when the special chart 1 variation pattern is "final battle C jackpot variation" or "final battle D jackpot variation", "final battle SS" is selected at a rate of 50%, "final battle S" is selected at a rate of 50%, and "battle" is not selected. Also, when the special chart 1 variation pattern is "final battle A miss variation" or "final battle B miss variation", "final battle SS" is selected at a rate of 40%, "final battle S" is selected at a rate of 60%, and "battle" is not selected. In addition, when the special chart 1 variation pattern is "final battle C miss variation" or "final battle D miss variation", "final battle SS" is selected at a rate of 20% and "final battle S" is selected at a rate of 80%, and "battle" is not selected. In other words, in the case of the special chart 1 variation pattern determined when the result of the jackpot judgment is "miss", "final battle S" is more likely to be selected than "final battle SS", so the expectation of a jackpot is higher when "final battle SS" is selected than when "final battle S" is selected. On the other hand, when the special chart 1 variation pattern is "battle A jackpot variation", "battle B jackpot variation", "battle C jackpot variation", "battle D jackpot variation", "battle A miss variation", "battle B miss variation", "battle C miss variation", or "battle D miss variation", "battle" is selected at a rate of 100%, and "final battle SS" and "final battle S" are not selected. The selection ratio indicated by the selection performance selection table shown in FIG. 35 can be changed as appropriate.

[0276] 37(A) to 37(D) are diagrams showing how the "selection performance" is performed. When the selection symbol EZ22 is stopped and displayed in the "first development prompting performance" (see FIG. 34(D)), or when all the characters of the selection panel image G202 are lit up in the "second development prompting performance" (see FIG. 35(D)), the "selection performance" is performed.

[0277] In the "selection performance", as shown in FIG. 37(A), a final battle SS image G203 corresponding to the "final battle SS", a final battle S image G204 corresponding to the "final battle S", and a battle image G205 corresponding to the "battle" are displayed on the display unit 50a. After that, when the "final battle SS" is selected as an option, as shown in FIG. 37(B), the final battle SS image G203 is highlighted and develops into a "final battle reach" in response to the player operating the normal button 40, and when the "final battle S" is selected as an option, as shown in FIG. 37(C), the final battle S image G204 is highlighted and develops into a "final battle reach". Details of the "final battle reach" will be described later. On the other hand, when the "battle" is selected as an option, as shown in FIG. 37(D), the battle image G205 is highlighted and develops into a "battle reach" in response to the player operating the normal button 40. Details of the "battle reach" will be described later. In other words, the final battle SS image G203 and the final battle S image G204 function as images suggesting development to a "final battle reach", and the battle image G205 functions as an image suggesting development to a "battle reach".

[0278] Next, the "Character Reach" will be specifically described. The performance control microcomputer 121 can execute the "Character Reach" after the "Challenge Performance" in the special chart change performance in which the special chart 1 change pattern is "Character A Big Win Change", "Character A Miss Change", "Character B Big Win Change", and "Character B Miss Change". The "Character Reach" suggests the possibility of a big win game.

[0279] 38(A) to 38(C) are diagrams showing how the "Chara Reach" is performed. If the "Success Presentation" is not performed in the "Challenge Presentation" in the special chart variation presentation (see FIG. 33(C)), the "Chara Reach" is performed.

[0280] In the "Character Reach", as shown in Fig. 38(A), the main character image G20 is displayed on the display unit 50a, and a video of the main character challenging the mission is displayed. After that, when the special chart 1 variation pattern is "Character A Big Win Variation" or "Character B Big Win Variation", a scene where the main character succeeds in the mission is displayed on the display unit 50a, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a big win (here, the repeat number "5·5·5") as shown in Fig. 38(B). On the other hand, when the special chart 1 variation pattern is "Character A Miss Variation" or "Character B Miss Variation", a scene where the main character fails the mission is displayed on the display unit 50a, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a miss (here, the reach miss number "5·6·5") as shown in Fig. 38(C).

[0281] Next, the "Battle Reach" will be specifically explained. The microcomputer 121 for controlling the performance can execute the "Battle Reach" after the "Selection Performance" in the special chart change performance in which the special chart 1 change pattern is "Battle A Big Win Change", "Battle A Miss Change", "Battle B Big Win Change", "Battle B Miss Change", "Battle C Big Win Change", "Battle C Miss Change", "Battle D Big Win Change", and "Battle D Miss Change". The "Battle Reach" suggests the possibility of a big win game being played.

[0282] 39(A) to 39(C) are diagrams showing how the "battle reach" is performed. When the battle image G205 is highlighted in the "selection performance" in the special chart variation performance (see FIG. 37(D)), the "battle reach" is performed.

[0283] In the "Battle Reach", as shown in Fig. 39(A), the main character image G20 and the enemy character image G21 are displayed on the display unit 50a, and a video of the main character battling the enemy character is displayed. After that, when the special chart 1 variation pattern is "Battle A Big Win Variation", "Battle B Big Win Variation", "Battle C Big Win Variation", or "Battle D Big Win Variation", as shown in Fig. 39(B), a scene in which the main character wins is displayed on the display unit 50a, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a big win (here, the repeated number "5·5·5"). On the other hand, when the special chart 1 variation pattern is "Battle A Miss Variation", "Battle B Miss Variation", "Battle C Miss Variation", or "Battle D Miss Variation", a scene in which the main character is defeated is displayed on display unit 50a, as shown in Figure 39(C), and performance patterns EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a miss (here, the "5·6·5" reach miss).

[0284] Next, the "final battle reach" will be specifically described. The microcomputer 121 for controlling the performance can execute the "final battle reach" after the "selection performance" in the special chart change performance in which the special chart 1 change pattern is "final battle A big win change", "final battle A miss change", "final battle B big win change", "final battle B miss change", "final battle C big win change", "final battle C miss change", "final battle D big win change", and "final battle D miss change". The "final battle reach" suggests the possibility of a big win game being played. The microcomputer 121 for controlling the performance may execute the "final battle reach" in the performance mode A and may execute the "final battle reach" in the performance mode B.

[0285] The "Final Battle Reach" of presentation mode A is executed when "Final Battle SS" is selected as an option, and the "Final Battle Reach" of presentation mode B is executed when "Final Battle S" is selected as an option. As described above, the expectation of a jackpot is set to be higher when "Final Battle SS" is selected than when "Final Battle S" is selected, so that a jackpot game is more likely to occur when "Final Battle Reach" of presentation mode A is executed than when "Final Battle Reach" of presentation mode B is executed.

[0286] 40(A) to 40(D) ​​are diagrams showing how the "final battle reach" is performed. When the final battle SS image G203 is highlighted in the "selection performance" of the special chart change performance (see FIG. 37(B)), the "final battle reach" of performance mode A is performed, and when the final battle S image G204 is highlighted in the "selection performance" of the special chart change performance (see FIG. 37(C)), the "final battle reach" of performance mode B is performed.

[0287] In the "final battle reach" of presentation mode A, as shown in Fig. 40(A), a main character image G20, an ally character A image G22, and an enemy character image G21 are displayed on the display unit 50a, and a video is displayed in which the main character and ally character A are engaged in an enemy character battle. On the other hand, in the "final battle reach" of presentation mode B, as shown in Fig. 40(B), a main character image G20, an ally character B image G23, and an enemy character image G21 are displayed on the display unit 50a, and a video is displayed in which the main character and ally character B are engaged in an enemy character battle. Thereafter, if the special chart 1 variation pattern is "Final Battle A jackpot variation," "Final Battle B jackpot variation," "Final Battle C jackpot variation," or "Final Battle D jackpot variation," a scene in which the main character and ally character A or ally character B win is displayed on display unit 50a, and as shown in Figure 40(C), the performance patterns EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a jackpot (here, the repeated number "5·5·5"). On the other hand, when the special chart 1 variation pattern is "Final Battle A Miss Variation", "Final Battle B Miss Variation", "Final Battle C Miss Variation", or "Final Battle D Miss Variation", a scene in which the main character and ally character A or ally character B are defeated is displayed on display unit 50a, and as shown in Figure 40(D), the performance patterns EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a miss (here, the "5·6·5" reach miss).

[0288] <Considerations regarding the first embodiment> The pachinko game machine PY1 described in the first embodiment will be considered below. First, the relationship between the probability of a jackpot game being played when the "challenge performance" is executed and the probability of a jackpot game being played when the "selection performance" is executed will be considered. When the "challenge performance" is executed, there are cases where the "final battle reach" or "battle reach" is executed and cases where the "character reach" is executed, while when the "selection performance" is executed, there is always a "final battle reach" or "battle reach" being executed (see FIG. 28). In other words, since the "final battle reach" or "battle reach" is more likely to result in a jackpot game than the "character reach", it can be said that the probability of a jackpot game being played when the "challenge performance" is executed is different from the probability of a jackpot game being played when the "selection performance" is executed. In the first embodiment, the probability of a jackpot game being played when the "selection performance" is executed is higher than the probability of a jackpot game being played when the "challenge performance" is executed.

[0289] Next, the relationship between the probability that the appearance action is performed after the shaking action of the on-board movable body 55k and the under-board movable body 56k when the challenge panel image G200 is displayed and the probability that the appearance action is performed after the shaking action of the on-board movable body 55k and the under-board movable body 56k when the selection panel image G202 is displayed will be considered. When the shaking action of the on-board movable body 55k and the under-board movable body 56k is performed when the challenge panel image G200 is displayed, the appearance action of the on-board movable body 55k and the under-board movable body 56k is performed thereafter with a probability of about 68%, whereas when the shaking action of the on-board movable body 55k and the under-board movable body 56k is performed when the selection panel image G202 is displayed, the appearance action of the on-board movable body 55k and the under-board movable body 56k is performed thereafter with a probability of about 58% (see FIG. 27). In other words, when the challenge panel image G200 is displayed, the probability that the appearance action is performed after the shaking action of the on-board movable body 55k and the under-board movable body 56k is different from the probability that the appearance action is performed after the shaking action of the on-board movable body 55k and the under-board movable body 56k is displayed when the selection panel image G202 is displayed. In the first embodiment, when the selection panel image G202 is displayed, the probability that the appearance action is performed after the shaking action of the on-board movable body 55k and the under-board movable body 56k is displayed is lower than the probability that the appearance action is performed after the shaking action of the on-board movable body 55k and the under-board movable body 56k is displayed when the challenge panel image G200 is displayed.

[0290] Next, the relationship between the probability that the on-board movable body 55k and the under-board movable body 56k are made to appear and the "challenge performance" is executed when the challenge panel image G200 is displayed, and the probability that the on-board movable body 55k and the under-board movable body 56k are not made to appear and the "challenge performance" is executed when the challenge pattern EZ21 is displayed will be considered. When the challenge panel image G200 is displayed, the on-board movable body 55k and the under-board movable body 56k are made to appear and the "challenge performance" is executed with a probability of about 68%, while when the challenge pattern EZ21 is displayed, the on-board movable body 55k and the under-board movable body 56k are not made to appear and the "challenge performance" is executed with a probability of about 81% (see FIG. 27). In other words, when the challenge panel image G200 is displayed, the probability that the on-board movable body 55k and the under-board movable body 56k are made to appear and the "challenge performance" is executed is different from the probability that the on-board movable body 55k and the under-board movable body 56k are not made to appear and the "challenge performance" is executed when the challenge pattern EZ21 is displayed. In the first embodiment, when the challenge panel image G200 is displayed, the probability that the on-board movable body 55k and the under-board movable body 56k are not made to appear and the "challenge performance" is executed is higher than the probability that the on-board movable body 55k and the under-board movable body 56k are made to appear and the "challenge performance" is executed when the challenge pattern EZ21 is displayed.

[0291] Next, the relationship between the probability that the on-board movable body 55k and the under-board movable body 56k are made to appear and the "selection performance" is executed when the selection panel image G202 is displayed, and the probability that the on-board movable body 55k and the under-board movable body 56k are not made to appear and the "selection performance" is executed when the selection pattern EZ22 is displayed will be considered. When the selection panel image G202 is displayed, there is a probability of about 58% that the on-board movable body 55k and the under-board movable body 56k are made to appear and the "selection performance" is executed, whereas when the selection pattern EZ22 is displayed, there is a probability of about 74% that the on-board movable body 55k and the under-board movable body 56k are not made to appear and the "selection performance" is executed (see FIG. 27). In other words, when the selection panel image G202 is displayed, the probability that the on-board movable body 55k and the under-board movable body 56k are made to appear and the "selection performance" is executed is different from the probability that the on-board movable body 55k and the under-board movable body 56k are not made to appear and the "selection performance" is executed when the selection pattern EZ22 is displayed. In the first embodiment, the probability that the on-board movable body 55k and the under-board movable body 56k are not made to appear and the "selection performance" is executed when the selection pattern EZ22 is displayed is higher than the probability that the on-board movable body 55k and the under-board movable body 56k are made to appear and the "selection performance" is executed when the selection panel image G202 is displayed.

[0292] Next, we consider the relationship between the timing of the execution of the "success performance" in the "challenge performance" and the option selected in the "selection performance". The "success performance" in the "challenge performance" is sometimes executed before the "reach" is established and sometimes executed after the "reach" is established. The "selection performance" is executed when the "success performance" is executed in the "challenge performance". When the "success performance" is executed in the "challenge performance" before the "reach" is established, the option "Final Battle SS" or "Final Battle S" is selected in the "selection performance" with a 50% probability, whereas when the "success performance" is executed in the "challenge performance" after the "reach" is established, the option "Final Battle SS" or "Final Battle S" is selected with a probability of about 57% (see Figures 27 and 36). In other words, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" differs between when a "success effect" is executed in the "challenge effect" before the "reach" is established and when a "success effect" is executed in the "challenge effect" after the "reach" is established. In the first embodiment, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" is higher when a "success effect" is executed in the "challenge effect" after the "reach" is established than when a "success effect" is executed in the "challenge effect" before the "reach" is established.

[0293] Next, the relationship between the "success performance" executed in the "first development provocation performance" or the "second development provocation performance" and the option selected in the "selection performance" will be considered. The "success performance" executed in the "second development provocation performance" is executed before the "reach" is established, and the "success performance" executed in the "first development provocation performance" is executed after the "reach" is established. The "selection performance" is executed when the "success performance" is executed in the "first development provocation performance" or the "second development provocation performance". When the "success performance" is executed in the "second development provocation performance" before the "reach" is established, the option "Final Battle SS" or "Final Battle S" is selected in the "selection performance" with a probability of about 54%, whereas when the "success performance" is executed in the "first development provocation performance" after the "reach" is established, the option "Final Battle SS" or "Final Battle S" is selected with a probability of about 61% (see Figures 27 and 36). In other words, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" differs between when a "success effect" is executed in the "second development provocation effect" before the "reach" is established and when a "success effect" is executed in the "first development provocation effect" after the "reach" is established. In the first embodiment, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" is higher when a "success effect" is executed in the "first development provocation effect" after the "reach" is established than when a "success effect" is executed in the "second development provocation effect" before the "reach" is established.

[0294] Next, we consider the relationship between the option selected in the "selection performance" after the "challenge performance" and the option selected in the "selection performance" after the "first development prompting performance" or the "second development prompting performance." The "challenge performance" uses the development destination panel image G201a, the "first development prompting performance" uses the selection pattern EZ22, and the "second development prompting performance" uses the selection panel image G202, so the performance style is different between the "challenge performance" and the "first development prompting performance" or the "second development prompting performance." The "selection effect" may be executed after a "challenge effect," a "first development prompting effect," or a "second development prompting effect," but when the "selection effect" is executed after a "challenge effect" in a presentation mode in which the development destination panel image G201a is used, there is an approximately 54% chance that the "Final Battle SS" or "Final Battle S" option will be selected in the "selection effect," whereas when the "selection effect" is executed after a "first development prompting effect" or "second development prompting effect" in a presentation mode in which the selection pattern EZ22 or selection panel image G202 is used, there is an approximately 57% chance that the "Final Battle SS" or "Final Battle S" option will be selected (see Figures 27 and 36). In other words, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" is different between when the "selection effect" is executed after the "challenge effect" in the effect mode using the development panel image G201a and when the "first development provocation effect" or the "second development provocation effect" in the effect mode using the selection pattern EZ22 or the selection panel image G202 is executed. In the first embodiment, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" is higher when the "selection effect" is executed after the "first development provocation effect" or the "second development provocation effect" in the effect mode using the selection pattern EZ22 or the selection panel image G202 than when the "selection effect" is executed after the "challenge effect" in the effect mode using the development panel image G201a.

[0295] Next, the relationship between the probability that the "selection effect" is executed after the "challenge effect" and the probability that the "selection effect" is executed after the "first development prompting effect" or the "second development prompting effect" will be considered. The "challenge effect" uses the development destination panel image G201a, the "first development prompting effect" uses the selection pattern EZ22, and the "second development prompting effect" uses the selection panel image G202, so the performance modes are different between the "challenge effect" and the "first development prompting effect" or the "second development prompting effect". When the "challenge effect" in the performance mode using the development destination panel image G201a is executed, the "selection effect" is executed thereafter with a probability of about 76%, while when the "first development prompting effect" or the "second development prompting effect" in the performance mode using the selection pattern EZ22 or the selection panel image G202 is executed, the "selection effect" is executed thereafter with a probability of about 65% (see FIG. 27). In other words, the probability of a "selection effect" being executed after a "challenge effect" in a performance mode using the development panel image G201a is different from the probability of a "first development prompting effect" or a "second development prompting effect" in a performance mode using the selection symbol EZ22 or the selection panel image G202 being executed. In the first embodiment, the probability of a "selection effect" being executed is higher when a "first development prompting effect" or a "second development prompting effect" in a performance mode using the selection symbol EZ22 or the selection panel image G202 is executed than when a "challenge effect" in a performance mode using the development panel image G201a is executed.

[0296] Next, the relationship between the probability that the "challenge performance" is executed after the "first challenge prompting performance" and the probability that the "challenge performance" is executed after the "second challenge prompting performance" will be considered. The "second challenge prompting performance" is executed before the "reach" is established, and the "first challenge prompting performance" is executed after the "reach" is established. The "challenge performance" may be executed after the "first challenge prompting performance" or the "second challenge prompting performance" is executed, but when the "second challenge prompting performance" is executed before the "reach" is established, the "challenge performance" is executed thereafter with a probability of about 68%, whereas when the "first challenge prompting performance" is executed after the "reach" is established, the "challenge performance" is executed thereafter with a probability of about 81% (see FIG. 27). In other words, it can be said that the probability that the "challenge performance" is executed is different when the "second challenge prompting performance" is executed before the "reach" is established and when the "first challenge prompting performance" is executed after the "reach" is established. In the first embodiment, the probability of a "challenge effect" being executed is higher when a "first challenge prompting effect" is executed after a "reach" is established than when a "second challenge prompting effect" is executed before a "reach" is established.

[0297] <Advantages of the First Embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.

[0298] (1) In the pachinko game machine PY1 of this embodiment, in the "second challenge teasing performance", after the challenge panel image G200 with all the characters of the character string "challenge" lit is displayed at the display position (including the vertical center of the display unit 50a), the on-board movable body 55k and the under-board movable body 56k move in the direction of the display position to perform the "challenge performance". Therefore, in that case, it is possible to make the player aware of the relationship between the display of the challenge panel image G200 with all the characters lit and the movement of the on-board movable body 55k and the under-board movable body 56k. Furthermore, in this case, the above-board movable body 55k and the below-board movable body 56k move in the direction of the displayed position to perform a "challenge performance," so that the player can be made aware that the movement of the above-board movable body 55k and the below-board movable body 56k, and also the display of the challenge panel image G200, may each suggest the execution of a "challenge performance."

[0299] (2) In the pachinko game machine PY1 of this embodiment, as described above, the probability of executing the "challenge effect" differs between when the "second challenge prompting effect" is executed and when the "first challenge prompting effect" is executed. Specifically, the probability of executing the "challenge effect" differs between when the on-board movable body 55k and the under-board movable body 56k move toward the display position after the challenge panel image G200 in which all the characters of the character string "challenge" are lit are displayed at the display position in the "second challenge prompting effect" and when the on-board movable body 55k and the under-board movable body 56k do not move toward the display position after the challenge pattern EZ21 including the character string "challenge" is displayed at the display position (including the center in the vertical direction of the display unit 50a) in the "first challenge prompting effect." Therefore, it is possible to make the player's expectations for the execution of the "challenge performance" different depending on whether the above-board movable body 55k and the below-board movable body 56k move in the direction of the display position after the challenge panel image G200 with all the letters of the string "Challenge" lit up is displayed at the display position in the "second challenge prompting performance" or whether the above-board movable body 55k and the below-board movable body 56k do not move in the direction of the display position after the challenge pattern EZ21 is displayed at the display position in the "first challenge prompting performance".

[0300] (3) In the pachinko game machine PY1 of this embodiment, after the challenge panel image G200 in which all the characters of the character string "challenge" are lit up is displayed at the display position (including the vertical center of the display unit 50a) in the "second challenge teasing performance", when the on-board movable body 55k and the under-board movable body 56k move toward the display position, the first effect image EG1 is displayed on a part or the whole of the periphery of the on-board movable body 55k, and the second effect image EG2 is displayed on a part of the periphery of the under-board movable body 56k. Therefore, it is possible to make both the on-board movable body 55k and the under-board movable body 56k that move toward the display position stand out, and it is possible to attract the player's attention to the on-board movable body 55k and the under-board movable body 56k.

[0301] (4) In the pachinko game machine PY1 of this embodiment, when the challenge panel image G200 in which all the characters of the character string "challenge" are lit is displayed at the display position (including the vertical center of the display unit 50a) in the "second challenge teasing performance", it is possible to easily make the player aware of the relationship between the on-board movable body 55k in which the first light-emitting unit 55L1, the second light-emitting unit 55L2, the third light-emitting unit 55L3 and the fourth light-emitting unit 55L4 all emit light in the first light-emitting color (red) and the first effect image EG1 including the same first display color (red) as the first light-emitting color. Also, it is possible to easily make the player aware of the relationship between the under-board movable body 56k in which the first light-emitting unit 56L1, the second light-emitting unit 56L2, the third light-emitting unit 56L3 and the fourth light-emitting unit 56L4 all emit light in the second light-emitting color (red) and the second effect image EG2 including the same second display color (red) as the second light-emitting color. In this way, it is possible to make the above-board movable body 55k and the below-board movable body 56k that move in the direction of the display position more noticeable, and it is possible to more reliably attract the player's attention to those above-board movable body 55k and below-board movable body 56k.

[0302] (5) In the pachinko game machine PY1 of this embodiment, after the challenge panel image G200 in which all the characters of the character string "challenge" are lit is displayed at the display position (including the vertical center of the display unit 50a) in the "second challenge prompting performance", the execution of the "challenge performance" starts after the on-board movable body 55k that has moved in the direction of the display position of such a challenge panel image G200 returns from the second position to the first position, and after the under-board movable body 56k that has moved in the direction of the display position returns from the fifth position to the fourth position (see FIG. 32). Therefore, when the on-board movable body 55k moves from the second position to the first position, and the under-board movable body 56k moves from the fifth position to the fourth position, respectively, the above-mentioned challenge panel image G200 does not overlap with the on-board movable body 55k and the under-board movable body 56k (see FIG. 32(D)). Therefore, it is possible to start the execution of the "challenge effect" with the challenge panel image G200 shown to the player, and it is possible to make the player more aware that the challenge panel image G200 suggests the execution of the "challenge effect." Moreover, as shown in Fig. 32(D), the on-board movable body 55k in the first position and the below-board movable body 56k in the fourth position do not block the display unit 50a, so it is possible to attract the player's attention to the execution of the "challenge effect."

[0303] (6) When the challenge panel image G200 suggesting the execution of a "challenge effect" is displayed on the display unit 50a, the appearance action of the on-board movable body 55k and the below-board movable body 56k may be performed. Therefore, by associating the challenge panel image G200 with the on-board movable body 55k and the below-board movable body 56k, it is possible to suggest the execution of a "challenge effect", thereby making it possible to increase the interest of the game.

[0304] (7) When the challenge panel image G200 is displayed on the display unit 50a, the above-board movable body 55k and the below-board movable body 56k may move in the direction of the challenge panel image G200, making it appear as if the challenge panel image G200 is sandwiched between the above-board movable body 55k and the below-board movable body 56k, thereby making the game more interesting.

[0305] (8) When the "challenge effect" is executed, the on-board movable body 55k and the below-board movable body 56k are made to appear when the challenge panel image G200 is displayed on the display unit 50a. When the "challenge effect" is not executed, the on-board movable body 55k and the below-board movable body 56k are not made to appear when the challenge panel image G200 is displayed on the display unit 50a. Therefore, the execution of the "challenge effect" can be suggested by the operation of the on-board movable body 55k and the below-board movable body 56k, making it possible to increase the interest of the game.

[0306] (9) When the "challenge effect" is executed, the challenge panel image G200 is displayed on the display unit 50a with all the letters lit, and when the "challenge effect" is not executed, the challenge panel image G200 is not displayed on the display unit 50a with all the letters lit. Therefore, the execution of the "challenge effect" can be suggested by the display mode of the challenge panel image G200, which can increase the interest in the game.

[0307] (10) When the selection panel image G202 suggesting the execution of a "selection effect" is displayed on the display unit 50a, the appearance action of the on-board movable body 55k and the below-board movable body 56k may be performed. Therefore, by associating the selection panel image G202 with the on-board movable body 55k and the below-board movable body 56k, it is possible to suggest the execution of a "selection effect," thereby making it possible to increase the interest of the game.

[0308] (11) Even when a challenge panel image G200 suggesting the execution of a "challenge effect" is displayed on the display unit 50a, or when a selection panel image G202 suggesting the execution of a "selection effect" is displayed on the display unit 50a, the development of the effect may be suggested by the appearance of the common movable bodies, the on-board movable body 55k and the below-board movable body 56k. This makes it possible to make the development of the effect easier to understand, thereby increasing the interest in the game.

[0309] (12) Even when a challenge panel image G200 suggesting the execution of a "challenge effect" is displayed on the display unit 50a, or when a selection panel image G202 suggesting the execution of a "selection effect" is displayed on the display unit 50a, the shaking motion of the common movable bodies, the on-board movable body 55k and the below-board movable body 56k, may suggest that the effect may develop. This makes it easy to understand that the effect may develop, thereby making it possible to increase interest in the game.

[0310] (13) When the challenge panel image G200 is displayed on the display unit 50a and the movable body 55k and the movable body 56k below the board are caused to shake, the probability that the movable body 55k and the movable body 56k below the board will subsequently appear and the performance will develop is different from the probability that the movable body 55k and the movable body 56k below the board will subsequently appear and the performance will develop when the selected panel image G202 is displayed on the display unit 50a. This makes it possible to draw attention to whether the challenge panel image G200 or the selected panel image G202 is displayed, thereby making it possible to increase the enjoyment of the game.

[0311] (14) When the challenge panel image G200 is displayed on the display unit 50a, the on-board movable body 55k and the under-board movable body 56k are caused to appear, leading to a "challenge presentation." When the challenge pattern EZ21 is displayed on the display unit 50a, the on-board movable body 55k and the under-board movable body 56k are not caused to appear, leading to a "challenge presentation." This makes it possible to increase the variety of presentations suggesting the development to a "challenge presentation," thereby making it possible to enhance the enjoyment of the game.

[0312] (15) The probability that the appearance action of the on-board movable body 55k and the below-board movable body 56k will be performed and the game will develop into a "challenge performance" when the challenge panel image G200 is displayed on the display unit 50a is different from the probability that the appearance action of the on-board movable body 55k and the below-board movable body 56k will not be performed and the game will develop into a "challenge performance" when the challenge pattern EZ21 is displayed on the display unit 50a. Therefore, it is possible to draw attention to whether the challenge panel image G200 or the challenge pattern EZ21 will be displayed, thereby making it possible to increase the interest in the game.

[0313] (16) Since the “success effect” suggesting the execution of a “selection effect” can be executed either before a “reach” is established or after a “reach” is established, the timing of the execution of the effect suggesting the execution of the “selection effect” can be changed, thereby making it possible to increase the interest of the game.

[0314] (17) The probability that the development into the "Final Battle Reach" will be selected in the "selection effect" that suggests the execution of a "selection effect" to select whether the development will into a "Final Battle Reach" or a "Battle Reach" differs when the "success effect" is executed before a "reach" is established and when it is executed after a "reach" is established. Therefore, it is possible to draw attention to whether the "success effect" is executed before a "reach" is established or after a "reach" is established, thereby increasing the interest of the game.

[0315] (18) As effects suggesting that a "selection effect" may be executed, there are a "challenge effect" using the development destination panel image G201a, a "first development prompting effect" using the selection pattern EZ22, and a "second development prompting effect" using the selection panel image G202. Therefore, it is possible to increase the variety of effects suggesting that a "selection effect" may be executed, thereby making the game more interesting.

[0316] (19) Since the probability that development to the "final battle reach" will be selected in a "selection effect" differs between when a "selection effect" is executed after a "challenge effect" using the development destination panel image G201a and when a "selection effect" is executed after a "first development prompting effect" or a "second development prompting effect" using the selection pattern EZ22 or the selection panel image G202, it is possible to draw attention to whether a "challenge effect" or a "first development prompting effect" or a "second development prompting effect" will be executed, thereby making it possible to increase the interest of the game.

[0317] (20) Since the probability of development to a "selection effect" differs when a "challenge effect" using the development destination panel image G201a is executed and when a "first development prompting effect" or a "second development prompting effect" using the selection pattern EZ22 or the selection panel image G202 is executed, it is possible to draw attention to whether a "challenge effect" or a "first development prompting effect" or a "second development prompting effect" is executed, thereby making it possible to increase interest in the game.

[0318] (21) Whether the “challenge effect” is being executed or whether the “first development prompting effect” or the “second development prompting effect” is being executed, the common success image G201b is displayed on the display unit 50a to suggest development to the “selection effect”. This makes it easy to understand the development to the “selection effect”, thereby making it possible to increase interest in the game.

[0319] (22) Since the “first challenge prompting effect” or the “second challenge prompting effect”, which suggests the execution of a “challenge effect”, can be executed either before a “reach” is established or after a “reach” is established, the timing of the execution of the effects suggesting the execution of a “challenge effect” can be changed, thereby making it possible to increase the interest in the game.

[0320] (23) Before a "reach" is established, the execution of a "challenge effect" is suggested by the "second challenge prompting effect" using the challenge panel image G200, and after a "reach" is established, the execution of a "challenge effect" is suggested by the "first challenge prompting effect" using the challenge pattern EZ21. Therefore, it is possible to increase the variety of effects suggesting the execution of a "challenge effect," thereby making it possible to enhance the excitement of the game.

[0321] (24) Since the probability of developing into a "challenge effect" differs between when a "second challenge prompting effect", which suggests the execution of a "challenge effect", is executed before a "reach" is established, and when a "first challenge prompting effect", which suggests the execution of a "challenge effect", is executed after a "reach" is established, it is possible to draw attention to whether the "first challenge prompting effect" or the "second challenge prompting effect" will be executed, thereby making it possible to increase the interest of the game.

[0322] <Modifications of the Basic and First Embodiments> Below, we will explain modified examples of the pachinko game machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations related to the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

[0323] In the first embodiment, a position including the center in the vertical direction of the display unit 50a is defined as the "predetermined display position" according to the present invention. However, a position other than the center in the vertical direction of the display unit 50a, such as an upper position, a lower position, a left position, or a right position, may be defined as the predetermined display position. Also, for example, a position other than the display unit 50a and within the play area, or a position other than the display unit 50a and outside the play area may be defined as the predetermined display position.

[0324] In the first embodiment, the "challenge effect" is defined as the "specific effect" according to the present invention. However, an effect other than the challenge effect may be defined as the specific effect as long as it indicates that there is a possibility of entering a special game state.

[0325] In the first embodiment, the challenge panel image G200 in which all the characters of the character string "Challenge" are lit is defined as the "specific display" according to the present invention. However, for example, a challenge panel image G200 in which some of the characters of the character string "Challenge" are lit (with the rest turned off) may be the specific display. Also, for example, a challenge panel image that displays a character string other than "Challenge" may be the specific display. Also, for example, an image without any character string displayed may be the specific display. Also, for example, a display other than an image may be the specific display.

[0326] In the first embodiment, after the challenge panel image G200 (specific display) in which all the characters of the string "challenge" are lit is displayed in the "second challenge prompting performance", the on-board movable body 55k and the under-board movable body 56k (movable body) are configured to move directly in the direction of the display position including the vertical center of the display unit 50a. However, the movable body may be configured to move in a curved line in the direction of the display position after the specific display is displayed. Also, although the movable body is configured to move parallel to the direction of the display position after the specific display is displayed, the movable body may be configured to move in a direction toward the display position but not parallel to the direction of the display position after the specific display is displayed.

[0327] In the first embodiment, the special performance is performed by moving the movable body 55k on the board and the movable body 56k below the board (movable body) toward a display position including the center in the vertical direction of the display unit 50a after the challenge panel image G200 (special display) in which all the characters of the character string "challenge" are lit up in the "second challenge prompting performance". However, the special performance may be performed when the movable body moves toward the display position after the special display is displayed and when the special performance is not performed.

[0328] In the first embodiment, after the challenge panel image G200 (specific display) in which all the characters of the string "challenge" are lit is displayed in the "second challenge prompting performance", the on-board movable body 55k and the under-board movable body 56k (movable body) move in the direction of the display position including the vertical center of the display unit 50a, and the specific performance is performed after a while (after the on-board movable body 55k returns to the first position and the under-board movable body 56k returns to the fourth position). However, the movable body may move in the direction of the display position after the specific display is displayed, and the specific performance may be performed immediately thereafter.

[0329] In the first embodiment, the execution probability of the "challenge performance" (specific performance) when the on-board movable body 55k or the under-board movable body 56k (movable body) moves in the direction of the display position after the challenge panel image G200 (specific display) in which all the characters of the character string "challenge" are lit is displayed at the display position in the "second challenge prompting performance" is higher than the execution probability of the specific performance when the movable body does not move in the direction of the display position after the challenge pattern EZ21 (specific display) is displayed at the display position in the "first challenge prompting performance". However, conversely, the execution probability of the specific performance when the movable body moves in the direction of the display position after the challenge panel image G200 (specific display) in which all the characters of the character string "challenge" are lit is displayed at the display position in the "second challenge prompting performance" may be lower than the execution probability of the specific performance when the movable body does not move in the direction of the display position after the challenge pattern EZ21 (specific display) is displayed at the display position in the "first challenge prompting performance". In addition, the probability of a specific effect being executed when a challenge panel image G200 (specific display) with all the letters of the string "Challenge" lit up is displayed at the display position in the "second challenge prompting performance", and the probability of a specific effect being executed when a challenge pattern EZ21 (specific display) is displayed at the display position in the "first challenge prompting performance", and the probability of a specific effect being executed when a movable body does not move in the direction of the display position, may be configured to be the same.

[0330] Also, for example, in the "second challenge prompting performance", after the challenge panel image G200 (specific display) with all the characters of the character string "challenge" lit is displayed at the display position, the execution probability of the specific performance when the movable body moves in the direction of the display position may be "100%," and in the "first challenge prompting performance", after the challenge pattern EZ21 (specific display) is displayed at the display position, the execution probability of the specific performance when the movable body does not move in the direction of the display position may be "0%". Also, for example, in the "second challenge prompting performance", after the challenge panel image G200 (specific display) with all the characters of the character string "challenge" lit is displayed at the display position, the execution probability of the specific performance when the movable body moves in the direction of the display position may be "0%," and in the "first challenge prompting performance", after the challenge pattern EZ21 (specific display) is displayed at the display position, the execution probability of the specific performance when the movable body does not move in the direction of the display position may be "100%".

[0331] In the first embodiment, the first effect image EG1 is defined as the "separate display" according to the present invention. However, an image or display other than the first effect image EG1 may be the separate display as long as it is displayed in at least a portion of the periphery of the on-board movable body 55k (predetermined movable body). In addition, the second effect image EG2 is defined as the "separate display" according to the present invention. However, an image or display other than the second effect image EG2 may be the separate display as long as it is displayed in at least a portion of the periphery of the below-board movable body 56k (predetermined movable body).

[0332] In the first embodiment, the first light emitting color (predetermined light emitting color) is red, but a color other than red may be the predetermined light emitting color. The display color included in the first effect image (separate display) is the same as the first light emitting color (predetermined light emitting color). However, the display color included in the first effect image (separate display) may be a color similar to the first light emitting color (predetermined light emitting color). The second light emitting color (predetermined light emitting color) is red, but a color other than red may be the predetermined light emitting color. The display color included in the second effect image (separate display) is the same as the second light emitting color (predetermined light emitting color). However, the display color included in the second effect image (separate display) may be a color similar to the second light emitting color (predetermined light emitting color).

[0333] In the first embodiment, the first light emission color of the on-board movable body 55k (predetermined movable body) and the second light emission color (predetermined light emission color) of the below-board movable body 56k are the same color (red), but they may be different colors. The display color of the first effect image (separate display) is one type of color, but it may be the same as the first light emission color (predetermined light emission color) or multiple types of colors including a similar color. The display color of the second effect image (separate display) is one type of color, but it may be the same as the second light emission color (predetermined light emission color) or multiple types of colors including a similar color.

[0334] In the first embodiment, the first position of the on-board movable body 55k (predetermined movable body) is defined as the "different position" according to the present invention. In other words, the standby position of the on-board movable body 55k (predetermined movable body) is defined as the different position. However, a position other than the first position of the on-board movable body 55k (predetermined movable body) and a position other than the display position of the challenge panel image G200 (specific display) may be defined as the different position. In addition, the fourth position of the under-board movable body 56k (predetermined movable body) is defined as the "different position" according to the present invention. In other words, the standby position of the under-board movable body 56k (predetermined movable body) is defined as the different position. However, a position other than the fourth position of the under-board movable body 56k (predetermined movable body) and a position other than the display position of the challenge panel image G200 (specific display) may be defined as the different position.

[0335] In the first embodiment, when the challenge panel image G200 (specific display) in which all the characters of the character string "challenge" are lit is displayed at the display position in the "second challenge prompting performance" and then the on-board movable body 55k or the under-board movable body 56k (predetermined movable body) moves toward the display position to perform the "challenge performance" (specific performance), the specific performance is started after the movable body that moved toward the display position moves to the first position or the fourth position (another position). However, when the specific display is displayed at the display position and then the predetermined movable body moves toward the display position to perform the specific performance, the specific performance may be started while the movable body that moved toward the display position is moving to the other position. Also, when the specific display is displayed at the display position and then the predetermined movable body moves toward the display position to perform the specific performance, the specific performance may be started before the movable body that moved toward the display position moves to the other position.

[0336] In the first embodiment, the challenge pattern EZ21 is used as the specific display in the "first challenge prompting performance", but the challenge panel image G200 in the "second challenge prompting performance" may be used. In addition, the challenge panel image G200 is used as the specific display in the "second challenge prompting performance", but the challenge pattern EZ21 in the "first challenge prompting performance" may be used. In other words, after the specific display is displayed at the display position, the specific display displayed at the display position before the movable body moves in the direction of the display position and the specific display displayed at the display position before the movable body does not move in the direction of the display position may be the same display mode (display content).

[0337] In the first embodiment, the on-board movable body 55k (predetermined movable body) has four light-emitting units (first light-emitting unit 55L1, second light-emitting unit 55L2, third light-emitting unit 55L3, and fourth light-emitting unit 55L4). However, the on-board movable body 55k (predetermined movable body) may have one or more and three or less light-emitting units, or five or more light-emitting units. In addition, all of the multiple light-emitting units (first light-emitting unit 55L1, second light-emitting unit 55L2, third light-emitting unit 55L3, and fourth light-emitting unit 55L4) are configured to be capable of emitting light in the first light-emitting color (predetermined light-emitting color). However, some of the multiple light-emitting units may be configured to be capable of emitting light in the first light-emitting color (predetermined light-emitting color). Even in this configuration, the display color of the first effect image EG1 (separate display) may include a display color that is the same as or similar to the first light-emitting color (predetermined light-emitting color).

[0338] In the first embodiment, the under-board movable body 56k (predetermined movable body) has four light-emitting units (the first light-emitting unit 56L1, the second light-emitting unit 56L2, the third light-emitting unit 56L3, and the fourth light-emitting unit 56L4). However, the under-board movable body 56k (predetermined movable body) may have one or more and three or less light-emitting units, or five or more light-emitting units. In addition, all of the multiple light-emitting units (the first light-emitting unit 56L1, the second light-emitting unit 56L2, the third light-emitting unit 56L3, and the fourth light-emitting unit 56L4) are configured to be capable of emitting light in the second light-emitting color (predetermined light-emitting color). However, some of the multiple light-emitting units may be configured to be capable of emitting light in the second light-emitting color (predetermined light-emitting color). Even in this configuration, the display color of the second effect image EG2 (separate display) may include a display color that is the same as or similar to the second light-emitting color (predetermined light-emitting color).

[0339] In the first embodiment, the board movable body 55k and the board movable body 56k are used in the "second challenge prompting performance" and the "second development prompting performance", but other movable bodies may be used. For example, in addition to the board movable body 55k and the board movable body 56k, a board left movable device having a board left movable body movable along the display unit 50a may be arranged forward and to the left of the display unit 50a, and a board right movable device having a board right movable body movable along the display unit 50a may be arranged forward and to the right of the display unit 50a, and the board left movable body and the board right movable body may be used in the "second challenge prompting performance" and the "second development prompting performance".

[0340] In addition, in the first embodiment, two movable bodies (above-board movable body 55k and below-board movable body 56k) are used in the "second challenge prompting performance" and the "second development prompting performance", but the number of movable bodies is not limited to two, and one or three or more movable bodies may be used.

[0341] In the first embodiment, when the "challenge performance" is developed after the "second challenge prompting performance", the on-board movable body 55k and the under-board movable body 56k are made to appear in the "second challenge prompting performance", but the movement of the movable body is not limited to the appearance movement and may be other movement. For example, the on-board movable body 55k or the under-board movable body 56k may be configured to be rotatable, and the on-board movable body 55k or the under-board movable body 56k may be rotated in the "second challenge prompting performance".

[0342] In the first embodiment, when the "second development teasing performance" is followed by the "selection performance", the on-board movable body 55k and the under-board movable body 56k are made to appear in the "second development teasing performance", but the movement of the movable body is not limited to the appearance movement and may be other movement. For example, the on-board movable body 55k or the under-board movable body 56k may be configured to be rotatable, and the on-board movable body 55k or the under-board movable body 56k may be rotated in the "second development teasing performance".

[0343] In the first embodiment, the movable body 55k on the board and the movable body 56k below the board are swayed to suggest that the movable body 55k on the board and the movable body 56k below the board will appear in the "second challenge prompting performance", but it is not limited to the swaying of the movable body as long as it suggests that the movable body 55k on the board and the movable body 56k below the board will appear. For example, an image suggesting that the movable body 55k on the board and the movable body 56k below the board will appear may be displayed on the display unit 50a.

[0344] In the first embodiment, the moving body 55k on the board and the moving body 56k below the board are swayed to suggest that the moving body 55k on the board and the moving body 56k below the board will appear in the "second development teasing performance", but it is not limited to the moving body swaying as long as it suggests that the moving body 55k on the board and the moving body 56k below the board will appear. For example, an image suggesting that the moving body 55k on the board and the moving body 56k below the board will appear may be displayed on the display unit 50a.

[0345] In the first embodiment, the same movable body (the board-top movable body 55k, the board-bottom movable body 56k) is used in the "second challenge prompting performance" and the "second development prompting performance", but different movable bodies may be used. For example, in addition to the board-top movable body 55k and the board-bottom movable body 56k, a board-left movable device having a board-left movable body movable along the display unit 50a may be arranged forward and to the left of the display unit 50a, and a board-right movable device having a board-right movable body movable along the display unit 50a may be arranged forward and to the right of the display unit 50a, and the board-left movable body and the board-right movable body may be used in either the "second challenge prompting performance" or the "second development prompting performance".

[0346] Also, in the first embodiment, in the "second challenge prompting performance", when the appearance actions of the above-board movable body 55k and the below-board movable body 56k are performed, all the letters ("Cha", "Ya", "Re", "N", and "Ji") of the challenge panel image G200 are displayed as lit, and when the appearance actions of the above-board movable body 55k and the below-board movable body 56k are not performed, all the letters of the challenge panel image G200 are not displayed as lit. However, whether or not the appearance actions of the above-board movable body 55k and the below-board movable body 56k are performed, all the letters of the challenge panel image G200 may be displayed as lit, or all the letters of the challenge panel image G200 may be displayed as unlit.

[0347] Also, in the first embodiment, in the "second development teasing performance", when the appearance actions of the movable body 55k on the board and the movable body 56k below the board are performed, all the letters ("select", "choice") of the selection panel image G202 are displayed as lit, and when the appearance actions of the movable body 55k on the board and the movable body 56k below the board are not performed, all the letters of the selection panel image G202 are not displayed as lit. However, whether or not the appearance actions of the movable body 55k on the board and the movable body 56k below the board are performed, all the letters of the selection panel image G202 may be displayed as lit, or all the letters of the selection panel image G202 may be displayed as unlit.

[0348] In addition, in the first embodiment, the probability of a jackpot game being played when the "selection effect" is executed is made higher than the probability of a jackpot game being played when the "challenge effect" is executed, but it is also possible to make the probability of a jackpot game being played when the "challenge effect" is executed higher than the probability of a jackpot game being played when the "selection effect" is executed, or to make the probability of a jackpot game being played when the "challenge effect" is executed and the probability of a jackpot game being played when the "selection effect" are executed the same.

[0349] In the first embodiment, the probability that an appearance action is performed after the shaking motion of the on-board movable body 55k and the under-board movable body 56k when the selected panel image G202 is displayed is lower than the probability that an appearance action is performed after the shaking motion of the on-board movable body 55k and the under-board movable body 56k when the challenge panel image G202 is displayed. However, the probability that an appearance action is performed after the shaking motion of the on-board movable body 55k and the under-board movable body 56k when the challenge panel image G200 is displayed may be lower than the probability that an appearance action is performed after the shaking motion of the on-board movable body 55k and the under-board movable body 56k when the selected panel image G202 is displayed, or the probability that an appearance action is performed after the shaking motion of the on-board movable body 55k and the under-board movable body 56k when the challenge panel image G200 is displayed may be the same as the probability that an appearance action is performed after the shaking motion of the on-board movable body 55k and the under-board movable body 56k when the selected panel image G202 is displayed.

[0350] In the first embodiment, the suggestion of the "challenge performance" in the "first challenge prompting performance" is performed by the challenge symbol EZ21 as the middle performance symbol EZ2, but it is sufficient that the "challenge performance" is suggested, and is not limited to the challenge symbol EZ21 as the middle performance symbol EZ2. For example, the suggestion of the "challenge performance" may be performed by displaying an image that is the same as or different from the challenge panel image G200.

[0351] In the first embodiment, the suggestion of the "selection performance" in the "first development teasing performance" is performed by the selection pattern EZ22 as the middle performance pattern EZ2, but it is sufficient that the "selection performance" is suggested, and is not limited to the selection pattern EZ22 as the middle performance pattern EZ2. For example, the suggestion of the "selection performance" may be performed by displaying an image that is the same as or different from the selection panel image G202.

[0352] In the first embodiment, the probability that the on-board movable body 55k and the under-board movable body 56k are not made to appear when the challenge pattern EZ21 is displayed and the "challenge performance" is executed is higher than the probability that the on-board movable body 55k and the under-board movable body 56k are made to appear and the "challenge performance" is executed when the challenge panel image G200 is displayed. The probability that the appearance action of the on-board movable body 55k and the under-board movable body 56k is performed and the ``challenge performance'' is executed may be made higher when the range panel image G200 is displayed, or the probability that the appearance action of the on-board movable body 55k and the under-board movable body 56k is performed and the ``challenge performance'' is executed when the challenge panel image G200 is displayed may be made the same as the probability that the appearance action of the on-board movable body 55k and the under-board movable body 56k is not performed and the ``challenge performance'' is executed when the challenge pattern EZ21 is displayed.

[0353] In the first embodiment, the probability that the on-board movable body 55k and the under-board movable body 56k are not made to appear when the selection pattern EZ22 is displayed and the "selection performance" is executed is higher than the probability that the on-board movable body 55k and the under-board movable body 56k are made to appear and the "selection performance" is executed when the selection panel image G202 is displayed. The probability that the appearance action of the on-board movable body 55k and the below-board movable body 56k is performed and the ``selection performance'' is executed may be made higher when the panel image G202 is displayed, or the probability that the appearance action of the on-board movable body 55k and the below-board movable body 56k is performed and the ``selection performance'' is executed when the selection panel image G202 is displayed may be made the same as the probability that the appearance action of the on-board movable body 55k and the below-board movable body 56k is not performed and the ``selection performance'' is executed when the selection pattern EZ22 is displayed.

[0354] In addition, in the first embodiment, one of three options ("Final Battle SS", "Final Battle S", and "Battle") is selected in the "selection performance", but the number of options is not limited to three, and one of two or four or more options may be selected.

[0355] In the first embodiment, the success image G201b suggesting the execution of the "selection performance" is displayed at multiple times, in the "challenge performance" before the "reach" is achieved and in the "challenge performance" after the "reach" is achieved, but the multiple times at which it is displayed may be different from each other and are not limited to before or after the "reach" is achieved. For example, the success image G201b may be displayed at multiple times, when the "normal variation" starts and when the "normal variation" ends.

[0356] In addition, in the first embodiment, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection performance" is higher when a "success performance" is executed in the "challenge performance" after the "reach" is established than when a "success performance" is executed in the "challenge performance" before the "reach" is established; however, it is also possible to make it higher that the option "Final Battle SS" or "Final Battle S" is selected in the "selection performance" when a "success performance" is executed in the "challenge performance" before the "reach" is established than when a "success performance" is executed in the "challenge performance" after the "reach" is established, or to make the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection performance" the same when a "success performance" is executed in the "challenge performance" before the "reach" is established and when a "success performance" is executed in the "challenge performance" after the "reach" is established.

[0357] In addition, in the first embodiment, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection performance" is higher when a "success performance" is executed in the "first development provocation performance" after the "reach" is established than when a "success performance" is executed in the "second development provocation performance" before the "reach" is established. However, it is also possible to make it higher that the option "Final Battle SS" or "Final Battle S" is selected in the "selection performance" when a "success performance" is executed in the "second development provocation performance" before the "reach" is established than when a "success performance" is executed in the "first development provocation performance" after the "reach" is established, or to make the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection performance" the same when a "success performance" is executed in the "second development provocation performance" before the "reach" is established and when a "success performance" is executed in the "first development provocation performance" after the "reach" is established.

[0358] In the first embodiment, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" is higher when the "selection effect" is executed after the "first development provocation effect" or the "second development provocation effect" of the performance mode in which the selection pattern EZ22 or the selection panel image G202 is used than when the "selection effect" is executed after the "challenge effect" of the performance mode in which the development panel image G201a is used. However, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" is higher when the "selection effect" is executed after the "first development provocation effect" or the "second development provocation effect" of the performance mode in which the selection pattern EZ22 or the selection panel image G202 is used than when the "selection effect" is executed after the "first development provocation effect" or the "second development provocation effect" of the performance mode in which the selection pattern EZ22 or the selection panel image G202 is used. Alternatively, the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" may be made higher when the "selection effect" is executed after a "challenge effect" in a presentation mode in which development destination panel image G201a is used, or the probability that the option "Final Battle SS" or "Final Battle S" is selected in the "selection effect" may be made the same when the "selection effect" is executed after a "challenge effect" in a presentation mode in which development destination panel image G201a is used and when the "selection effect" is executed after the "first development prompting effect" or "second development prompting effect" in a presentation mode in which selection pattern EZ22 or selection panel image G202 is used.

[0359] In addition, in the first embodiment, the probability of the "selection performance" being executed is made higher when the "first development prompting performance" or the "second development prompting performance" of the performance mode using the selected pattern EZ22 or the selected panel image G202 is executed than when the "challenge performance" of the performance mode using the selected pattern EZ22 or the selected panel image G202 is executed; however, it is also possible to make the probability of the "selection performance" being executed higher when the "challenge performance" of the performance mode using the selected pattern EZ22 or the selected panel image G202 is executed than when the "first development prompting performance" or the "second development prompting performance" of the performance mode using the selected pattern EZ22 or the selected panel image G202 is executed, or to make the probability of the "selection performance" being executed the same when the "challenge performance" of the performance mode using the development panel image G201a is executed and when the "first development prompting performance" or the "second development prompting performance" of the performance mode using the selected pattern EZ22 or the selected panel image G202 is executed.

[0360] In the first embodiment, even when the "challenge performance" is being executed, the "first development prompting performance" or the "second development prompting performance" is being executed, the same image (success image G201b) is displayed to suggest the progression to the "selection performance", but the image in the "challenge performance" and the image in the "first development prompting performance" or the "second development prompting performance" may be different images. In this case, it is preferable to use images similar to each other so that the player can recall the "selection performance".

[0361] Also, in the first embodiment, images suggesting the execution of a "challenge performance" (challenge pattern EZ21, challenge panel image G200) are displayed at multiple timings, in the "second challenge prompting performance" before the "reach" is established and in the "first challenge prompting performance" after the "reach" is established, but the multiple timings at which they are displayed need only be different from one another and are not limited to before or after the "reach" is established. For example, images suggesting the execution of a "challenge performance" may be displayed at multiple timings, when the "normal fluctuation" starts and when the "normal fluctuation" ends.

[0362] In addition, in the first embodiment, the probability of the "challenge performance" being executed is higher when the "first challenge prompting performance" is executed after the "reach" is established than when the "second challenge prompting performance" is executed before the "reach" is established, but it is also possible to make it higher that the "challenge performance" is executed when the "second challenge prompting performance" is executed before the "reach" is established than when the "first challenge prompting performance" is executed after the "reach" is established, or to make the probability of the "challenge performance" being executed the same when the "second challenge prompting performance" is executed before the "reach" is established and when the "first challenge prompting performance" is executed after the "reach" is established.

[0363] In addition, in the first embodiment, the "first challenge prompting performance", "second challenge prompting performance", "challenge performance", "first development prompting performance", "second development prompting performance", and "selection performance" are performed based on the special chart 1 change pattern, but they may also be performed based on the special chart 2 change pattern, a starting winning command, an opening command, etc.

[0364] In addition, in the first embodiment, the "first challenge prompting effect", "second challenge prompting effect", "challenge effect", "first development prompting effect", "second development prompting effect", and "selection effect" are performed in the "low probability low base game state", but they may also be performed in the "high probability high base game state" or a jackpot game state.

[0365] In the basic embodiment, the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner in approximately synchronization with the special symbol variable display. However, instead of being configured with three symbols like the small symbols KZ1, KZ2, and KZ3, they may be configured with symbols other than three, such as two. For example, two symbols may be provided, one for the special symbol 1 and the other for the special symbol 2. Also, one symbol common to the special symbol 1 and the special symbol 2 may be provided. In these cases, the display may be displayed on the display unit 50a of the image display device 50, and the sub-control board 120 may control it. Also, an LED device that displays the symbols may be provided in an area other than the game area 6 of the game board 1. In this case, the LED device may be controlled by the main control board 100 or the sub-control board 120.

[0366] In addition, in the basic embodiment, the special drawing 2 determination process is performed preferentially, but the special drawing 1 determination process may be configured to be performed preferentially. Also, the special drawing 1 related random numbers and the special drawing 2 related random numbers may be configured to be performed in the order stored in the reserved storage unit.

[0367] In addition, in the basic embodiment, the variable display of special drawing 1 and the variable display of special drawing 2 are not performed in parallel, but it may be configured so that the variable display of special drawing 1 and the variable display of special drawing 2 are performed in parallel.

[0368] In the basic embodiment, the main control board 100 performs basic control related to the progress of the game, and the sub-control board 120 performs basic control related to the progress of the presentation according to the progress of the game (game control), so that the game control and the presentation control are performed by different boards, but they may be configured to be performed by one board. In this case, the image control board 140 may be included in that one board, or may be provided separately from that one board.

[0369] Furthermore, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines and mahjong ball gaming machines.

[0370] <The invention disclosed in the first embodiment> The following inventions A to G have been disclosed up to the previous paragraph in this [Mode for carrying out the invention]. In the explanation of inventions A to G, the names and expressions of the corresponding configurations in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that invention A is a general term for inventions A1 to A5 below, invention B is a general term for inventions B1 to B4 below, invention C is a general term for inventions C1 to C5 below, invention D is a general term for inventions D1 to D3 below, invention E is a general term for inventions E1 to E3 below, invention F is a general term for inventions F1 to F4 below, and invention G is a general term for inventions G1 to G4 below.

[0371] The gaming machine according to the invention A1 is A setting means (a game control microcomputer 101 for executing a game state setting process of a special action process (S106)) capable of setting a special game state advantageous to a player; A performance execution means (sub-control board 120) capable of executing a predetermined performance; The performance execution means includes: A specific display (a challenge panel image G200 in which all the characters of the character string "challenge" are lit, or a challenge pattern EZ21) can be displayed at a predetermined display position (a position including the center in the vertical direction of the display unit 50a), A predetermined movable body (an on-board movable body 55k and a below-board movable body 56k) can be moved. A specific effect (challenge effect) that suggests the possibility of entering the special gaming state can be executed; The present invention is characterized in that after the specific display is displayed at the display position, the movable body may move in the direction of the display position to perform the specific performance.

[0372] According to the gaming machine of this configuration, when a specific display is displayed at a display position and then a movable body moves in the direction of the display position to perform a specific performance, the movable body moves in the direction of the position (display position) after the specific display is displayed, so it is possible to make the player aware of the relationship between the specific display and the movement of the movable body. Moreover, in this case, since the movable body moves in the direction of the display position to perform a specific performance, it is possible to make the player aware that the movement of the movable body and further the specific display can each suggest the execution of a specific performance.

[0373] The gaming machine according to the invention A2 is the gaming machine according to the invention A1, The probability of executing the specific performance when the movable body moves in the direction of the display position after the specific display is displayed at the display position is different from the probability of executing the specific performance when the movable body does not move in the direction of the display position.

[0374] With a gaming machine of this configuration, it is possible to make the player's expectations regarding the execution of a specific performance different depending on whether the movable body moves in the direction of the display position after a specific display is displayed at the display position or not.

[0375] The gaming machine according to the invention A3 is the gaming machine according to the invention A2, The performance execution means includes: When the movable body moves in the direction of the display position, a different display (a first effect image EG1, a second effect image EG2) different from the specific display is displayed on at least a part of the periphery of the movable body.

[0376] According to a gaming machine having this configuration, it is possible to make the movable object that moves in the direction of the display position stand out, and it is possible to attract the player's attention to the movable object.

[0377] The gaming machine according to the invention A4 is the gaming machine according to the invention A3, The movable body is When moving toward the display position, the light source can emit light in a predetermined light color (a first light color and a second light color), The different display includes a display color (a first display color, a second display color) that is the same as or similar to the luminescent color.

[0378] According to the gaming machine of this configuration, it is possible to easily make the player aware of the relationship between the movable body that emits light in a predetermined light color and another display that includes a display color that is the same as or similar to the light color. Therefore, it is possible to more reliably make the movable body that moves toward the display position stand out, and more reliably attract the player's attention to the movable body.

[0379] The gaming machine according to the invention A5 is the gaming machine according to the invention A2, When the specific display is displayed at the display position and then the movable body moves in the direction of the display position to perform the specific performance, the specific performance is started to be executed after the movable body, which has moved in the direction of the display position, moves to another position (first position, fourth position) different from the display position.

[0380] According to the gaming machine of this configuration, when the movable body moves to another position, it does not overlap with the display position, so that it is possible to start the execution of the special effect while showing at least a part of the special display to the player. Therefore, it is possible to make the player more aware that the special display can suggest the execution of the special effect.

[0381] The gaming machine according to the invention B1 is The game device is provided with a performance execution means (performance control microcomputer 121) capable of executing a predetermined performance using a performance means including a predetermined display means (image display device 50) and a predetermined movable body (a board-mounted movable body 55k, a board-underlying movable body 56k), The movable body includes a first movable body (on-board movable body 55k) and a second movable body (below-board movable body 56k), The performance execution means includes: It is possible to execute a specific performance (challenge performance), A specific display (challenge panel image G200) suggesting that the specific performance may be executed may be displayed on the display means, When the specific display is being displayed, the first movable body and the second movable body may be operated in a specific operation mode (appearance operation). It is characterized by:

[0382] The gaming machine according to the invention B2 is the gaming machine according to the invention B1, The performance execution means includes: The specific display can be displayed between the first movable body and the second movable body, The specific operation mode includes an operation mode in which each of the first movable body and the second movable body moves in the direction of the specific display. It is characterized by:

[0383] The gaming machine according to the invention B3 is the gaming machine according to the invention B1 or B2, The performance execution means includes: When the specific performance is executed, the first movable body and the second movable body may be operated in the specific operation mode while the specific display is being displayed, When the specific performance is not executed, the first movable body and the second movable body are not operated in the specific operation mode while the specific display is being displayed. It is characterized by:

[0384] The gaming machine according to the invention B4 is the gaming machine according to the invention B3, The display mode of the specific display is different when the first movable body and the second movable body operate in the specific operating mode from when the first movable body and the second movable body do not operate in the specific operating mode (all characters are lit, all characters are not lit); It is characterized by:

[0385] The gaming machine according to the invention C1 is The game device is provided with a performance execution means (performance control microcomputer 121) capable of executing a predetermined performance using a performance means including a predetermined display means (image display device 50) and a predetermined movable body (a board-mounted movable body 55k, a board-underlying movable body 56k), The performance execution means includes: A first effect (challenge effect) or a second effect (selection effect) different from the first effect can be executed; A first specific display (challenge panel image G200) suggesting that the first performance may be executed is displayed on the display means, and a second specific display (selection panel image G202) suggesting that the second performance may be executed is displayed on the display means. When the first specific display or the second specific display is displayed, the movable body may be operated in a specific operation mode (appearance operation). It is characterized by:

[0386] The gaming machine according to the invention C2 is the gaming machine according to the invention C1, The game state control means (game control microcomputer 101) is further provided to enable a special game state (jackpot game state, high probability game state, time-saving game state) advantageous to a player. The probability of entering the special gaming state is different when the first effect is executed and when the second effect is executed. It is characterized by:

[0387] The gaming machine according to the invention C3 is the gaming machine according to the invention C1 or C2, The performance execution means includes: When the first performance is executed, the movable body may be operated in the specific operation mode while the first specific display is being displayed; When the second performance is executed, the movable body may be operated in the specific operation mode while the second specific display is being displayed. It is characterized by:

[0388] The gaming machine according to the invention C4 is the gaming machine according to the invention C3, The performance execution means includes: The movable body may be operated in a swinging motion manner (swinging motion) that suggests that the movable body may operate in the specific motion manner, When executing the first performance, the movable body may be operated in the tilting motion mode and then in the specific motion mode while the first specific display is being displayed, In a case where the first performance is not executed, the movable body is not operated in the tilting motion mode and then in the specific motion mode when the first specific display is displayed, When executing the second performance, the movable body may be operated in the tilting motion mode and then in the specific motion mode while the second specific display is being displayed, In a case where the second performance is not executed, the movable body is not operated in the tilting motion mode and then in the specific motion mode when the second specific display is displayed. It is characterized by:

[0389] The gaming machine according to the invention C5 is the gaming machine according to the invention C4, The probability that the movable body operates in the tilting motion mode when the first specific display is displayed is different from the probability that the movable body operates in the tilting motion mode when the second specific display is displayed. It is characterized by:

[0390] The gaming machine according to the invention D1 is The game device is provided with a performance execution means (performance control microcomputer 121) capable of executing a predetermined performance using a performance means including a predetermined display means (image display device 50) and a predetermined movable body (a board-mounted movable body 55k, a board-underlying movable body 56k), The performance execution means includes: It is possible to execute a specific performance (challenge performance), A specific display (challenge symbol EZ21, challenge panel image G200) suggesting that the specific performance may be executed may be displayed on the display means. When the specific performance is executed, there are times when the movable body is operated in a specific operation mode (appearance operation) while the specific display is being displayed, and times when the movable body is not operated in the specific operation mode while the specific display is being displayed. It is characterized by:

[0391] The gaming machine according to the invention D2 is the gaming machine according to the invention D1, a probability that the movable body moves in the specific operation mode and the specific performance is executed when the specific display is displayed is different from a probability that the movable body does not move in the specific operation mode and the specific performance is executed when the specific display is displayed; It is characterized by:

[0392] The gaming machine according to the invention D3 is a gaming machine according to the invention D1 or D2, The performance execution means includes: The movable body may be operated in a swinging motion manner (swinging motion) that suggests that the movable body may operate in the specific motion manner, When the specific performance is executed, there are a time when the movable body is operated in the tilting motion mode and then in the specific motion mode while the specific display is being displayed, and a time when the movable body is not operated in either the tilting motion mode or the specific motion mode while the specific display is being displayed. It is characterized by:

[0393] The gaming machine according to the invention E1 is A game state control means (game control microcomputer 101) capable of settin...

Claims

1. A setting means that allows the game to be set to a special game state that is advantageous to the player, It comprises a means for executing a predetermined effect, The aforementioned performance execution means is It is possible to display a specific image in a static state at a predetermined display position on the LCD. The predetermined movable body is movable, It is possible to perform specific effects that suggest the possibility of entering the aforementioned special game state, A gaming machine characterized in that, after the specific image is displayed in a stationary state at the display position, the movable body moves in the direction of the display position, making a part of the specific image invisible to the player, and then the specific performance may be performed.

2. A gaming machine according to Claim 1, A gaming machine characterized in that, after the specific image is displayed at the display position, the probability of the specific performance being executed when the movable body moves in the direction of the display position is different from the probability of the specific performance being executed when the movable body does not move in the direction of the display position.

3. A gaming machine according to Claim 2, The aforementioned performance execution means is A gaming machine characterized in that, when the movable body moves in the direction of the display position, at least a portion of the area around the movable body displays a different image from the specific image.

4. A gaming machine according to claim 3, The aforementioned movable body is When moving in the direction of the aforementioned display position, it is possible to emit light in a predetermined light color. The aforementioned separate image contains the same display color as the aforementioned light emission color, making it a gaming machine.

5. A gaming machine according to Claim 2, A gaming machine characterized in that, when the movable body moves in the direction of the display position after the specific image is displayed in the display position to perform the specific performance, the execution of the specific performance begins after the movable body, which has moved in the direction of the display position, moves to a different position from the display position.