Game machine
The gaming machine enhances player engagement by implementing a production system that dynamically displays and erases icons based on gaming ball entries, addressing the need for more exciting pachinko gaming experiences.
Patent Information
- Application Number
- JP2023113779
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-11
- Publication Date
- 2025-01-24
AI Technical Summary
Conventional gaming machines lack enhancements to improve player excitement and engagement, particularly in pachinko gaming machines, where the production methods do not sufficiently captivate players.
The gaming machine incorporates a production system that determines special gaming advantages using a display means, displaying prescribed icons based on gaming ball entries, and executing production methods such as icon display, erasure, and fluctuation patterns to enhance player engagement.
The system increases player excitement by providing dynamic and engaging gaming experiences through improved production methods, enhancing the overall gaming experience.
Smart Images

Figure 2025011586000001_ABST
Abstract
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 judgment is made based on the establishment of a starting condition, and a special game (jackpot game) is played based on the result of the judgment. For example, a judgment is made when a gaming ball enters a starting hole, and a round game accompanied by the opening of a big prize hole is played as a special game. By getting a gaming ball to enter the big prize hole, a large number of prize balls can be obtained. The result of the judgment is shown to the player by the stopped state of the patterns, which are displayed by the pattern display means, which changes and then stops the display.
[0003] In addition, in the gaming machine, a performance is performed using reserved symbols that indicate the right to receive a judgment. For example, in the gaming machine of the following Patent Document 1, a reserved change performance that changes the display mode of the reserved symbols displayed on the liquid crystal display is performed. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2017-131646 A Summary of the Invention [Problem to be solved by the invention]
[0005] 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.
[0006] The present invention has been made in consideration of the above circumstances. That is, an object of the present invention is to provide a gaming machine that can increase the entertainment value of a game. [Means for solving the problem]
[0007] The gaming machine disclosed in this specification is characterized in that it comprises a winning hole for determining whether or not to enter a special gaming state advantageous to the player, and an effect execution means for executing an effect using a predetermined display means, and that the effect execution means is capable of displaying a predetermined icon in an icon display area in response to a gaming ball entering the winning hole, and may erase the predetermined icon from the icon display area. Effect of the Invention
[0008] According to the present invention, it is possible to provide a gaming machine that contributes to increasing the entertainment value of the game through its presentation. [Brief description of the drawings]
[0009] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] FIG. 13A is an explanatory diagram showing the types of game states, and FIG. 13B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Diagram 5] FIG. 2 is an explanatory diagram showing types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 7] This is an explanatory diagram showing a first specific example of N reach in the special chart change performance. [Figure 8] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11] An explanatory diagram showing a specific example of a movable object performance. [Figure 12] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a block diagram of parts relating to control of the gaming machine. [Figure 14] 13 is a specific example of a fluctuation pattern determination table. [Figure 15] 13 is a specific example of a look-ahead determination table. [Figure 16] 13 is a specific example of a pattern determination table. [Figure 17] FIG. 2 is an explanatory diagram showing a specific example of a main control unit. [Figure 18] 13 is a specific example of a look-ahead A determination table. [Figure 19] 1 is an explanatory diagram showing a hold icon and a specific example of the icon. [Figure 20] FIG. 2 is an explanatory diagram showing a specific example of a performance control unit. [Figure 21] (A) is a pending icon change notice selection table, (B) is a pending icon change prompting notice selection table, (C) is the icon change notice selection table, and (D) is the icon change prompting notice selection table. [Figure 22] This is an explanatory diagram showing a first specific example of a pending icon change notice. [Figure 23] An explanatory diagram showing a second specific example of a hold icon change notice. [Figure 24] An explanatory diagram showing a specific example of the first deletion teaser. [Diagram 25] An explanatory diagram showing a specific example of the second deletion teaser. [Figure 26] An explanatory diagram showing a specific example of the presentation flow of a special chart change presentation. [Figure 27] This is an explanatory diagram showing a second specific example of N reach in the special chart change performance. [Figure 28] 11 is an explanatory diagram showing a first specific example of the icon change notice. FIG. [Figure 29] FIG. 11 is an explanatory diagram showing a second specific example of the icon change notice. [Diagram 30] This is an explanatory diagram showing a first specific example of the icon change teasing announcement. [Diagram 31]This is an explanatory diagram showing a second specific example of the icon change teasing announcement. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, examples of the embodiments of the present invention will be described in detail with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, if there is any flowchart described later, the execution order of multiple processes in any multiple steps in the flowchart can be arbitrarily changed or executed in parallel as long as there is no contradiction in the processing content.
[0011] <Basic embodiment> A first embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment on which the first embodiment is based will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. In addition, "forward" refers to the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rearward" refers to the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.
[0012] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to Fig. 1. Fig. 1 is a front view of the pachinko gaming machine PY1.
[0013] The pachinko game machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached so as to be freely opened and closed relative to the outer frame 22. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached so as to be freely opened and closed relative to the game board mounting frame 2A. The front frame 23m also comprises a transparent plate 23t having transparency, and the game board 1 can be viewed from the front (player side) through the transparent plate 23t.
[0014] The front door 23 also includes an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the bottom of the front door 23, and stores game balls supplied to the handle 72k. The handle 72k is installed at the bottom right of the front door 23, and the game balls stored in the upper tray 34 are launched onto the game board 1 by the player operating the handle 72k.
[0015] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined luminous color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speaker 52 is installed in the upper left and upper right parts of the front door 23, and outputs, for example, background music (BGM) and sound effects. The frame lamp 53 is installed on the left and right parts of the front door 23 around the transparent plate 23t, and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed on the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown), and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down movement.
[0016] The front door 23 also includes a normal button 40 that can be operated by the player, and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are, for example, configured as a button having a pressing surface, a lever having a grip, etc. The normal button 40 includes a lamp (not shown) capable of emitting light in a predetermined luminous color, and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be able to emit light by the lamp and to be vibrated by the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) capable of emitting light in a predetermined luminous color, and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be able to emit light by the lamp and to be vibrated by the vibration motor. The normal button 40 or the special button 41 may be configured to be able to operate in a predetermined operation mode (for example, rotation, protrusion, etc.), or may be configured as a cross key, a touch panel, etc.
[0017] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board mounting frame 2A will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 1.
[0018] The game board 1 has a game area 6 in which game balls launched by operating a handle 72k can flow down (fall). In the game area 6, game nails (not shown) that change the direction in which the game balls flow down are installed, and winning devices that allow the game balls to win (enter or pass through) are also installed. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15. Each winning device has a detection sensor that detects the entry or passage of the game ball.
[0019] The first start hole 11 is installed at the bottom of the game area 6 so that game balls can enter it. When a game ball enters the first start hole 11, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, three) as prize balls to the upper tray 34. When a game ball enters the first start hole 11, the pachinko game machine PY1 acquires the right to receive a jackpot determination, which will be described later. The first start hole 11 is configured so that the ease with which game balls can enter is always unchanged.
[0020] The second starting hole 12 is installed at the bottom of the game area 6 and below the first starting hole 11 so that the game ball can enter. When the game ball enters the second starting hole 12, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, one) as prize balls to the upper tray 34. When the game ball enters the second starting hole 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination in the same way as when the game ball enters the first starting hole 11. Unlike the first starting hole 11, the second starting hole 12 is provided with an openable / closable member 12k and an openable / closable solenoid (not shown). The pachinko game machine PY1 opens and closes the opening / closing member 12k using an opening / closing solenoid to set the second starting hole 12 in either a closed state (closed state) in which the game ball does not or it is difficult for the game ball to enter the second starting hole 12, or an open state (open state) in which the game ball is easier to enter the second starting hole 12 than in the closed state.
[0021] The gate 13 is installed on the right side of the game area 6 so that the game ball can pass through. When the game ball passes through the gate 13, the pachinko game machine PY1 acquires the right to receive a winning determination, which will be described later. Note that the pachinko game machine PY1 does not pay out prize balls to the upper tray 34 even if the game ball passes through the gate 13.
[0022] The first large prize opening 14 is installed in the lower right part of the game area 6 so that game balls can enter it. When a game ball enters the first large prize opening 14, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls to the upper tray 34. The first large prize opening 14 is equipped with a first opening / closing door 14k that can be opened and closed, and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the first opening / closing door 14k using the opening / closing solenoid, thereby putting the first large prize opening 14 into either a closed state (closed state) in which game balls cannot enter it, or an open state (open state) in which game balls can enter it.
[0023] The second large prize opening 15 is installed in the lower right of the game area 6 and below the first large prize opening 14 so that game balls can enter the opening. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls to the upper tray 34. The second large prize opening 15 is equipped with a second opening / closing door 15k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid to set the second large prize opening 15 in either a closed state (closed state) in which game balls cannot enter the opening, or an open state (open state) in which game balls can enter the opening.
[0024] The general winning openings 10 are installed at the lower left and lower right of the game area 6 so that game balls can enter them. When a game ball enters the general winning opening 10, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, five balls) as prize balls to the upper tray 34.
[0025] In addition, an outlet 19 is provided at the bottom of the game area 6, and game balls that do not win through the general winning port 10, the first starting port 11, the second starting port 12, the first large winning port 14, or the second large winning port 15 are discharged from the pachinko game machine PY1 through the outlet 19.
[0026] The game board 1 also includes an image display device 50 capable of displaying a predetermined effect display, a board lamp 54 capable of emitting light in a predetermined luminous color, and an on-board movable body 55k capable of operating in a predetermined operating mode. The image display device 50 is installed in the center of the game board 1 and includes a display unit 50a configured, for example, as a liquid crystal display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is configured, for example, as a plurality of LEDs. The on-board movable body 55k is installed in front of and above the display unit 50a. The on-board movable body 55k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. The movement of the on-board movable body 55k may be other than up and down movement.
[0027] The game board 1 also includes indicators 8 for notifying the status of the pachinko game machine PY1. The indicators 8 are installed at the lower left of the game board 1, and are composed of, for example, multiple LEDs. The pachinko game machine PY1 notifies the player of the game status of the pachinko game machine PY1 (variable display and stop display of special charts, variable display and stop display of regular charts, number of reserved special charts 1, number of reserved special charts 2, number of reserved regular charts, etc., which will be described later) by a combination of lighting, blinking, and extinguishing of the multiple LEDs.
[0028] 3. Basic Games Next, a basic game of the pachinko gaming machine PY1 will be described. The pachinko gaming machine PY1 can execute a special game and a normal game using a game ball that is shot by operating a handle 72k.
[0029] 3-1. Special game When a game ball enters the first starting hole 11 or the second starting hole 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of a special chart according to the result of the jackpot determination. The manner of the variable display of the special chart (also called the "variable display time") differs depending on the type of variation pattern described later.
[0030] The right to receive the jackpot determination is, for example, a random number, and the pachinko game machine PY1 performs the jackpot determination based on the acquired random number. The jackpot determination is to determine whether or not a jackpot game is to be played. If a jackpot game is played, it is determined that a jackpot has been won, if a small jackpot game is played, it is determined that a small jackpot has been won, and if neither a jackpot game nor a small jackpot game is played, it is determined that a loss has occurred.
[0031] When the pachinko game machine PY1 judges whether or not a jackpot has been won by the entry of a game ball into the first starting hole 11, it performs a variable display of the first special chart. The variable display of the first special chart is, for example, a display in which two LEDs at the upper left of the display device 8 flash. When a variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 performs a stationary display of the first special chart in a manner that indicates the result of the jackpot judgment. The manner in which the stationary display of the first special chart is performed includes a manner that indicates a jackpot win (for example, two LEDs at the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED at the upper left is lit), and a manner that indicates a miss (for example, only the other LED at the upper left is lit).
[0032] On the other hand, when the pachinko game machine PY1 judges a jackpot by the entry of a game ball into the second starting hole 12, it performs a variable display of the second special chart. The variable display of the second special chart is, for example, a display in which two LEDs at the lower left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko game machine PY1 performs a stationary display of the second special chart in a manner that indicates the result of the jackpot judgment. The manner of the stationary display of the second special chart includes a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), and a manner that indicates a miss (for example, only the other LED at the lower left is lit).
[0033] In addition, when the game ball enters the first starting hole 11 during the variable display of the special chart, the pachinko game machine PY1 performs a look-ahead judgment, which will be described later, and stores the acquired right to receive the jackpot judgment as a special chart 1 reservation. On the other hand, when the game ball enters the second starting hole 12 during the variable display of the special chart, the pachinko game machine PY1 performs a look-ahead judgment, and stores the acquired right to receive the jackpot judgment as a special chart 2 reservation. The pachinko game machine PY1 can store up to a predetermined number of special chart 1 reservations and special chart 2 reservations (for example, 4 special chart 1 reservations and 4 special chart 2 reservations). After the special chart is stopped and displayed, the pachinko game machine PY1 performs a jackpot judgment for the special chart 1 reservations and the special chart 2 reservations. In addition, when special chart 1 reserve and special chart 2 reserve are stored at the same time, the jackpot determination for special chart 2 reserve may be performed with priority, or the jackpot determination for special chart 1 reserve may be performed with priority, or the jackpot determination may be performed in the order in which they were stored.
[0034] The pre-reading judgment is a judgment in advance of whether or not a jackpot game will be played (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed, and if a jackpot game is played, it is judged as a pre-reading win, and if a jackpot game is not played, it is judged as a pre-reading non-win. Note that, when multiple types of fluctuation patterns can be determined, the pre-reading judgment may be configured to perform a fluctuation pattern pre-judgment that judges in advance the fluctuation pattern to be determined.
[0035] When the pachinko game machine PY1 stores the number of special chart 1 reserved or special chart 2 reserved, the pachinko game machine PY1 notifies the player of the number. The number of special chart 1 reserved is notified, for example, by the lighting or blinking of two LEDs in the upper middle part of the display device 8. When the number of special chart 1 reserved is "1", only one LED is lit, when the number of special chart 1 reserved is "2", only two LEDs are lit, when the number of special chart 1 reserved is "3", only one LED is blinking, and when the number of special chart 1 reserved is "4", only two LEDs are blinking. On the other hand, the number of special chart 2 reserved is notified, for example, by the lighting or blinking of two LEDs in the lower middle part of the display device 8. When the number of special chart 2 reserved is "1", only one LED is lit, when the number of special chart 2 reserved is "2", only two LEDs are lit, when the number of special chart 2 reserved is "3", only one LED is blinking, and when the number of special chart 2 reserved is "4", only two LEDs are blinking.
[0036] Moreover, the pachinko game machine PY1 plays a jackpot game after stopping and displaying the first or second special symbol in a manner indicating a jackpot win. The jackpot game, which will be described in detail later, is a game in which a round game in which the first or second large prize opening 14 or 15 is opened is played multiple times (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize opening 14 or 15 provides an opportunity for a game ball to win (an opportunity for a prize ball). The jackpot game ends when all of the multiple round games have been played.
[0037] On the other hand, the pachinko game machine PY1 plays a small win game after stopping and displaying the first or second special symbol in a manner indicating a small win. The small win game is a game in which the first or second large winning hole 14 or 15 is opened for a predetermined time (for example, 5 seconds), as will be described in detail later. The small win game is advantageous for the player because the opening of the first or second large winning hole 14 or 15 provides a chance for a game ball to win (a chance for a prize ball).
[0038] 3-2. Regular Play When the game ball passes through the gate 13, the pachinko game machine PY1 acquires the right to receive a hit judgment, and performs a hit judgment based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the normal map according to the result of the hit judgment.
[0039] The win determination is to determine whether or not to play the auxiliary game. If the auxiliary game is played, it is determined that a win has been won, and if the auxiliary game is not played, it is determined that a loss has been won.
[0040] When the pachinko game machine PY1 determines that a win has occurred due to the game ball entering the gate 13, it performs a variable display of the normal map. The variable display of the normal map is a display in which multiple LEDs in the upper right corner of the display 8 flash. When a predetermined time has elapsed from the start of the variable display of the normal map, the pachinko game machine PY1 performs a stationary display of the normal map in a manner that indicates the result of the win determination. There are two manners for the stationary display of the normal map: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0041] In addition, when the game ball enters the gate 13 during the variable display of the normal map, the pachinko game machine PY1 stores the acquired right to receive the winning judgment as a normal map reservation. The pachinko game machine PY1 can store up to a predetermined number of normal map reservations (for example, 2). After the normal map is stopped and displayed, the pachinko game machine PY1 performs a winning judgment on the normal map reservation.
[0042] When the pachinko game machine PY1 stores the number of reserved regular figures, it notifies the player of the number. The number of reserved regular figures is notified by lighting up multiple LEDs in the lower right corner of the display 8. For example, when the number of reserved regular figures is "1", only one LED is lit, and when the number of reserved regular figures is "2", only two LEDs are lit.
[0043] The pachinko game machine PY1 stops and displays the normal picture in a manner indicating a winning win, and then performs an auxiliary game. The auxiliary game is a game in which the second start hole 12 is opened for a predetermined time (e.g., 3.5 seconds), as will be described in detail later. The auxiliary game is advantageous to the player because the opening of the second start hole 12 gives the player a chance to win a game ball into the second start hole 12 (a chance to win a prize ball, a chance to obtain the right to receive a jackpot judgment).
[0044] 4. Game Status Next, the gaming state of the pachinko gaming machine PY1 will be explained with reference to Fig. 3(A). Fig. 3(A) is a diagram showing gaming states that the pachinko gaming machine PY1 can take. As shown in Fig. 3(A), the pachinko gaming machine PY1 can take one or more gaming states out of four gaming states, namely, a "low probability low base gaming state" (also called a "normal gaming state"), a "low probability high base gaming state" (also called a "time-saving gaming state"), a "high probability low base gaming state" (also called a "latent probability gaming state"), and a "high probability high base gaming state" (also called a "probability variable gaming state"), except for the big win gaming state in which a big win game is played.
[0045] The "low probability low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can reset the game state to the initial state by operating an initialization switch (also called a "RAM clear switch") (not shown) provided on the back of the front door 23.
[0046] The "low probability high base game state" is a game state that may occur after a big win game state, and continues until a predetermined time-saving end condition is met. The predetermined time-saving end condition includes a big win game being played and the number of times the special chart is displayed in a variable manner reaching a predetermined number (for example, 200 times).
[0047] The "low probability high base game state" may also be obtained when a specific miss occurs in the jackpot determination in the "low probability low base game state". The specific miss includes a miss for a specific number of times (e.g. 900 times) when all jackpot determinations are misses, and a miss at a specific rate (e.g. 1 / 200) of the misses in the jackpot determinations. The pachinko game machine PY1 switches to the "low probability high base game state" after the variable display of the special symbol that has resulted in a specific miss ends (after the special symbol is stopped and displayed). In this case, the "low probability high base game state" also continues until a specified time-saving end condition is met, as in the case where the "low probability high base game state" is entered after the jackpot game state.
[0048] The "high probability low base game state" is a game state that may be reached after a jackpot game state, and continues until a predetermined potential end condition is met. The predetermined potential end condition includes a jackpot game being played and the number of times the special chart is displayed in a variable manner reaching a predetermined number of times (e.g., 200 times). Note that the "high probability low base game state" may be reached by the game ball passing through a specific area provided inside the first large prize opening 14 or the second large prize opening 15 during a jackpot game.
[0049] The "high probability high base game state" is a game state that may be reached after a jackpot game state, and continues until a predetermined probability end condition is met. The predetermined probability end condition includes a jackpot game being played and the number of times the special chart is displayed variable reaching a predetermined number of times (for example, 100 times). The "high probability high base game state" may be reached by the game ball passing through a specific area provided inside the first big prize opening 14 or the second big prize opening 15 during a jackpot game.
[0050] The "low probability low base game state" and the "low probability high base game state" belong to a normal probability state in which the probability of winning a jackpot in a jackpot determination is normal (e.g., 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to a high probability state in which the probability of winning a jackpot in a jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player in terms of the probability of winning a jackpot than the "low probability low base game state" and the "low probability high base game state."
[0051] In addition, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states in which the game ball does not enter the second start hole 12 or it is difficult to enter the second start hole 12 (for example, a state in which the hit judgment does not result in a winning or it is difficult to win, or the opening time of the second start hole 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states in which the game ball easily enters the second start hole 12 (for example, a state in which the hit judgment results in a winning or the opening time of the second start hole 12 is relatively long). Therefore, with respect to the second start hole 12 (with respect to the ease of the game ball entering the second start hole 12), the "low probability high base game state" and the "high probability high base game state" can be said to be game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state".
[0052] In addition, since the non-time-saving state is a state in which the game ball does not or is difficult to win into the second starting hole 12, the ``low probability low base game state'' and the ``high probability low base game state'' can be said to be game states in which the game ball is more likely to win into the first starting hole 11 than the second starting hole 12, while the time-saving state is a state in which the game ball is more likely to win into the second starting hole 12, the ``low probability high base game state'' and the ``high probability high base game state'' can be said to be game states in which the game ball is more likely to win into the second starting hole 12 than the first starting hole 11.
[0053] In addition, the pachinko game machine PY1 can change the probability of winning a jackpot in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched to three stages: upper, middle, and lower. The setting change switch in the upper stage is called "setting 1", the setting change switch in the middle stage is called "setting 2", and the setting change switch in the lower stage is called "setting 3". In "setting 1", the probability of winning a jackpot in the normal probability state is the first probability (e.g., 1 / 300), and the probability of winning a jackpot in the high probability state is the second probability (e.g., 1 / 30). In "setting 2", the probability of winning a jackpot in the normal probability state is the third probability (e.g., 1 / 280) that is higher than the first probability, and the probability of winning a jackpot in the high probability state is the fourth probability (e.g., 1 / 28) that is higher than the second probability. In addition, "Setting 3" is a fifth probability (e.g., 1 / 260) in which the probability of winning the jackpot in the normal probability state is higher than the third probability, and a sixth probability (e.g., 1 / 26) in which the probability of winning the jackpot in the high probability state is higher than the fourth probability. Note that the probability of winning the jackpot can be changed as appropriate within the range in which the probability increases in the order of "Setting 1" < "Setting 2" < "Setting 3".
[0054] 5. Jackpot Games Next, the jackpot game played by the pachinko game machine PY1 will be explained with reference to Fig. 3(B) and Fig. 4(A). As shown in Fig. 3(B), the pachinko game machine PY1 can play one or more of the four types of jackpot games: "jackpot game Wα", "jackpot game Xα", "jackpot game Yα" and "jackpot game Zα".
[0055] The "jackpot game Wα" is a jackpot game that then goes into a "high probability high base game state" and continues until the α number of rounds are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Wα", any number of rounds between 2 and 10 are played depending on α.
[0056] The "jackpot game Xα" is a jackpot game that then goes into a "low probability high base game state" and continues until the α number of rounds is completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Xα", any number of rounds between 2 and 10 are played depending on α.
[0057] The "jackpot game Yα" is a jackpot game that then goes into a "high probability low base game state" and continues until the α number of rounds is completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Yα", any number of rounds between 2 and 10 are played depending on α.
[0058] The "jackpot game Zα" is a jackpot game that then goes into a "low probability low base game state" and continues until the α number of rounds is completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Zα", any number of rounds between 2 and 10 are played depending on α.
[0059] In the "jackpot game Wα", "jackpot game Xα", "jackpot game Yα" and "jackpot game Zα", only the first large prize opening 14 may be opened for all round games, only the second large prize opening 15 may be opened for all round games, or the first large prize opening 14 may be opened for some round games and the second large prize opening 15 may be opened for the remaining round games. In both the round games in which the first large prize opening 14 is opened and the round games in which the second large prize opening 15 is opened, a chance to win a game ball (a chance to win a prize ball) is given, making them advantageous games for the player.
[0060] The "jackpot game Wα" and the "jackpot game Yα" belong to the so-called variable jackpot game in which the game state is a high probability state, and the "jackpot game Xα" and the "jackpot game Zα" belong to the so-called normal jackpot game in which the game state is a normal probability state. Therefore, it can be said that the "jackpot game Wα" and the "jackpot game Yα" are jackpot games more advantageous to the player than the "jackpot game Xα" and the "jackpot game Zα" in terms of the probability of winning the subsequent jackpot, and the jackpot game state in which either the "jackpot game Wα" or the "jackpot game Yα" is played is more advantageous to the player than the jackpot game state in which either the "jackpot game Xα" or the "jackpot game Zα" is played.
[0061] In addition, "jackpot game Wα" and "jackpot game Xα" belong to the so-called electric support jackpot game in which the game state is in a time-saving state, and "jackpot game Yα" and "jackpot game Zα" belong to the so-called non-electric support jackpot game in which the game state is in a non-time-saving state. Therefore, "jackpot game Wα" and "jackpot game Xα" can be said to be jackpot games more advantageous to the player than "jackpot game Yα" and "jackpot game Zα" in terms of the subsequent second start hole 12 (in terms of the ease of the game ball entering the subsequent second start hole 12), and the jackpot game state in which either "jackpot game Wα" or "jackpot game Xα" is performed can be said to be a game state more advantageous to the player than the jackpot game state in which either "jackpot game Yα" or "jackpot game Zα" is performed.
[0062] Here, the flow of the big win game will be explained. Fig. 4(A) is a time chart showing the flow of the big win game. Here, a big win game in which only the first big winning hole 14 is opened will be illustrated.
[0063] As shown in FIG. 4(A), when the jackpot game starts after the special chart is stopped and displayed, a jackpot opening (also called a "jackpot OP") is set first. The jackpot OP continues until a predetermined time (for example, 10 seconds) has elapsed, and when the jackpot OP ends, the first round of round play starts. The round play continues until a predetermined time (for example, 30 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) enter the first big prize winning hole 14. When the first round of round play ends, an inter-round interval (also called a "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the round IT ends, the second round of round play starts. Then, when the final round play (for example, the 10th round of round play) ends, a jackpot ending (also called a "jackpot ED") is set. The big win ED continues until a predetermined time (for example, 10 seconds) has elapsed, and one big win game ends when the big win ED ends. Note that it is also possible to set neither the big win OP nor the big win ED, or both.
[0064] 6. Small Win Games Next, the small win game performed by the pachinko game machine PY1 will be explained with reference to Fig. 3(B) and Fig. 4(B). As shown in Fig. 3(B), the pachinko game machine PY1 is capable of performing a small win game as a game different from a big win game. Unlike a big win game, a small win game is a game in which the game state is not changed after the small win game. For example, if a small win game is performed in a "low probability low base game state", the "low probability low base game state" continues even after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big win opening 14 or the second big win opening 15.
[0065] FIG. 4(B) is a time chart showing the flow of a small prize game. Here, a small prize game in which only the first large prize opening 14 is opened is illustrated. As shown in FIG. 4(B), when a small prize game starts after the special chart is stopped and displayed, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize opening 14 opens. The opening of the first large prize opening 14 continues until a predetermined time (e.g., 5 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) have entered the first large prize opening 14. When the opening of the first large prize opening 14 ends, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and one small prize game ends when the post-opening IT ends. In addition, either one or both of the pre-opening IT and the post-opening IT may not be set. In addition, in consideration of the playability of the pachinko game machine PY1, the small win game may not be performed.
[0066] 7. Auxiliary Games Next, the auxiliary game performed by the pachinko game machine PY1 will be described with reference to FIG. 3(B) and FIG. 4(C). As shown in FIG. 3(B), the pachinko game machine PY1 is capable of performing an auxiliary game as a game different from the big win game and the small win game. The auxiliary game is a game in which the second start hole 12 is opened, unlike the big win game and the small win game. In the auxiliary game, the opening time of the second start hole 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-saving state, the second start hole 12 is opened for a first opening time (e.g., 0.1 seconds), whereas when the auxiliary game is performed in the time-saving state, the second start hole 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.
[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the normal game is stopped and the display shows that the game is stopped, the second start hole 12 opens. The second start hole 12 is kept open until a predetermined time (the first opening time in the non-time-saving state, the second opening time in the time-saving state) has elapsed, or until a predetermined number of game balls (for example, four balls) enter the second start hole 12. When the opening of the second start hole 12 is completed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, two seconds) has elapsed, and one auxiliary game ends when the post-opening IT ends.
[0068] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained with reference to Figs. 5 to 12. The pachinko game machine PY1 can set different effect modes depending on the game state. In each effect mode, the pachinko game machine PY1 can perform the following effects using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.) provided in the pachinko game machine PY1.
[0069] 8-1.Performance mode First, the presentation mode will be explained with reference to Fig. 5. 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: waiting for customers presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and big win presentation mode.
[0070] The customer waiting performance mode is a performance mode that may be set when the special chart is stopped (when the special chart is not variable displayed) 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". In the customer waiting performance mode, it is suggested to the player that the special chart is in a state of waiting for variable display. The pachinko game machine PY1 can perform a customer waiting performance while the customer waiting performance mode is set. The customer waiting performance is a performance in which a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a as shown in FIG. 5 (A-1). In addition, when the customer waiting demo video G100 is displayed, for example, the normal button 40 is operated, the pachinko game machine PY1 may display a setting screen G101 for setting the performance of the pachinko game machine PY1 on the display unit 50a as shown in FIG. 5 (A-2). The pachinko game machine PY1 allows the user to set the effects of the pachinko game machine PY1 while the setting screen G101 is displayed. The settings related to the effects include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a (also called "light amount setting"), the frequency setting of the effects to be executed (also called "effect setting"), etc.
[0071] The normal presentation mode is a presentation mode that may be set over one or more variable display of special symbols in the "low probability low base game state" or the "high probability low base game state". In the normal presentation mode, the player is suggested to be in a non-time-saving state. In the normal presentation mode, the pachinko game machine PY1 displays, for example, a normal background image G102 of a background showing a mountain scenery on the display unit 50a as shown in FIG. 5 (B-1). Note that the background displayed in the normal presentation mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability variation presentation mode is a presentation mode that may be set over one or more variable display of special symbols in the "high probability high base game state". In the probability variation presentation mode, the player is suggested to be in a high probability state and a time-saving state. In the probability variation presentation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 with a background representing space on the display unit 50a as shown in FIG. 5 (B-2). Note that the background displayed in the probability variation presentation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving performance mode is a performance mode that may be set over one or more variable display of special symbols in the "low probability high base game state". In the time-saving performance mode, the player is suggested to be in the normal probability state and the time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 of a background representing the sky on the display unit 50a as shown in FIG. 5 (B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed in order or randomly.
[0074] The jackpot presentation mode is a presentation mode that is set in the jackpot game state. In the jackpot presentation mode, the player is informed that a jackpot game is being played. In the jackpot presentation mode, the pachinko game machine PY1 displays an opening image G107 suggesting the start of a jackpot game, a right-hit image G108 encouraging a "right hit" and the like on the display unit 50a at the start of a jackpot game, as shown in FIG. 5 (C-1). The display of these images is referred to as an "opening presentation."
[0075] In addition, in the big win presentation mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during a round play as shown in FIG. 5(C-2), and displays a promotion image G110 indicating the high probability state on the display unit 50a if the high probability state is reached after that. The display of these images is called a "round presentation."
[0076] In addition, in the big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 suggesting the presentation mode to be set after the big win presentation mode, a total number of prize balls image G112 suggesting the total number of prize balls paid out, and the like, as shown in Fig. 5 (C-3) at the end of the big win game. The display of these images is called "ending presentation."
[0077] In the basic embodiment, five types of presentation modes are set: a customer waiting presentation mode, a normal presentation mode, a special probability presentation mode, a time-saving presentation mode, and a big win presentation mode; however, the types of presentation modes may be changed or added as appropriate.
[0078] 8-2. Special chart change performance Next, the special chart change performance (also called "change performance") will be explained with reference to Figs. 6 to 8. The special chart change performance is a performance to suggest the result of the jackpot determination. When the pachinko game machine PY1 starts the variable display of the special chart, it executes the special chart change performance using the performance pattern in parallel with the variable display of the special chart. As shown in Fig. 6(A), the performance pattern is composed of a left performance pattern EZ1, a middle performance pattern EZ2, and a right performance pattern EZ3.
[0079] In the special chart variation performance, the pachinko game machine PY1 displays the performance symbols EZ1, EZ2, and EZ3 on the background (normal background image G102, probability variation background image G103, time-saving background image G104). In addition, "↓" in the figure indicates that the performance symbols are being displayed. The performance symbols EZ1, EZ2, and EZ3 are composed of number symbols from "1" to "9", for example, and in the variable display of the performance symbols EZ1, EZ2, and EZ3, the performance symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special chart, and the performance symbols EZ1, EZ2, and EZ3 stop with the stop display of the special chart. The result of the jackpot determination is suggested by the state of the stop display of the performance symbols EZ1, EZ2, and EZ3.
[0080] 8-2-1.Normal fluctuation The pachinko game machine PY1 can perform normal variation first in the special chart variation performance. The normal variation is a performance in which the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as a performance that suggests that the variable display of the special chart has started.
[0081] In the normal variation, the pachinko game machine PY1 starts displaying the variation of the performance symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). When the pachinko game machine PY1 determines a miss without generating a reach after the normal variation, it stops the left performance symbol EZ1 and the right performance symbol EZ3 in different patterns as shown in FIG. 6(C-1), and then stops and displays the performance symbols EZ1, EZ2, and EZ3 in a pattern suggesting a miss (so-called barake eyes) as shown in FIG. 6(D). The pattern suggesting a miss is a pattern in which the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, when the pachinko game machine PY1 generates a reach after the normal variation, it stops and displays the left performance symbol EZ1 and the right performance symbol EZ3 in the same pattern (so-called reach eyes) as shown in FIG. 6(C-2) to establish a reach. In addition, the stopping order of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.
[0082] 8-2-2.N Reach The pachinko game machine PY1 can perform N-reach after reaching the reach. N-reach is, for example, a reach effect in which the fluctuation speed of the middle effect pattern EZ2 gradually slows down, and functions as an effect suggesting the possibility of a big win game.
[0083] In the pachinko game machine PY1, in the N reach, as shown in FIG. 7(A), the speed of change of the middle performance symbol EZ2 is gradually slowed down. Then, in the pachinko game machine PY1, in the case of a miss in the N reach, as shown in FIG. 7(B), the middle performance symbol EZ2 is stopped, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a reach miss (so-called reach miss). The manner suggesting a reach miss is a manner in which the left and right performance symbols are the same and the middle symbol is different from the left and right performance symbols, such as "7·6·7" or "5·3·5". On the other hand, in the pachinko game machine PY1, in the case of developing into the SP reach after the N reach, the middle performance symbol EZ2 is not stopped. The performance content of the N reach can be changed as appropriate.
[0084] 8-2-3.SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is, for example, a reach effect in which a scene of a main character battling an enemy character is displayed, and functions as an effect suggesting that a big win game is likely to occur.
[0085] In the SP reach, the pachinko game machine PY1 displays an SP title image G1 indicating the start of the SP reach on the display unit 50a as shown in FIG. 8(A). The SP title image G1 is, for example, a text image of "Defeat enemy A!". After that, the pachinko game machine PY1 displays a main character image G200 representing a main character and an enemy character image G201 representing an enemy character on the display unit 50a as shown in FIG. 8(B), and displays a video of the main character and the enemy character battling on the display unit 50a. Then, when the battle reaches its final stage, the pachinko game machine PY1 displays the main character rejoicing at his victory in the battle as shown in FIG. 8(C-1) to suggest a jackpot, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called double numbers). Also, when the pachinko game machine PY1 loses the SP reach, as shown in Fig. 8 (C-2), it displays the enemy character rejoicing at the victory in the battle to suggest a loss, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko game machine PY1 develops the SP reach after this SP reach into an SPSP reach, it does not stop the middle performance symbol EZ2. It is possible to change the content of the SP reach as appropriate.
[0086] 8-2-4.SPSP Reach The pachinko game machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene in which a main character and a strong enemy character are battling, and functions as an effect that suggests that a big win game is likely to occur.
[0087] In the SPSP reach, the pachinko game machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat enemy B!". After that, the pachinko game machine PY1 displays a main character image G200 representing a main character and a strong enemy character image G202 representing a strong enemy character on the display unit 50a as shown in FIG. 9(B), and displays a video of the main character and the strong enemy character battling on the display unit 50a. Then, when the battle reaches its final stage, the pachinko game machine PY1, in the case of a jackpot in the SPSP reach, displays a scene in which the main character is happy about winning the battle, as shown in FIG. 9(C-1), to suggest a jackpot, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called double numbers). On the other hand, when the pachinko game machine PY1 determines that the SPSP reach is a miss, as shown in Fig. 9 (C-2), the strong enemy character is displayed as being happy about winning the battle, and the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state in a manner that indicates a reach miss. Note that the content of the SPSP reach performance can be changed as appropriate.
[0088] Here, we will explain the possibility that the performance symbols EZ1, EZ2, and EZ3 will stop in a manner indicating a jackpot (also called "jackpot expectation"). The jackpot expectation is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of N reach is set to 10% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, and the execution probability of SP reach is set to 4% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, the jackpot expectation for SP reach can be made higher than the jackpot expectation for N reach.
[0089] Also, for example, if the execution probability of the SP reach is set to 4% when the result of the jackpot determination is a miss and 100% when the result of the jackpot determination is a win, the execution probability of the SPSP reach can be set to 2% when the result of the jackpot determination is a miss, and 100% when the result of the jackpot determination is a win, so that the jackpot expectation for the SPSP reach can be made higher than that for the SP reach. In this way, by setting the execution probability according to the result of the jackpot determination for the executable effects in advance, the jackpot expectation for the effects can be determined.
[0090] 8-3. Hold icon and related icon The pachinko game machine PY1 can display a reserved icon HA on the display unit 50a while storing the reserved special chart 1 or reserved special chart 2. The reserved icon HA is, for example, an icon image of "◯". The pachinko game machine PY1 can also display the icon TA on the display unit 50a while the special chart is being variably displayed. The icon TA is, for example, an icon image of "◯" the same as the reserved icon HA.
[0091] A reserved icon display area 50d is provided at the bottom of the display unit 50a. As shown in FIG. 10(A), the reserved 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. The pachinko game machine PY1 displays a reserved icon HA in each display area 50d1, 50d2, 50d3, and 50d4 according to the reserved number of special chart 1 or the reserved number of special chart 2. For example, when the reserved number of special chart 1 is "1", the reserved icon HA is displayed in the first display area 50d1, and when the reserved number of special chart 1 is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. In addition, the reserved icon display area 50d may display both the reserved number of special chart 1 and the reserved number of special chart 2, or may display only one of the reserved number of special chart 1 and the reserved number of special chart 2. In addition, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0092] In addition, the icon display area 50e is provided in the lower part of the display unit 50a near the reserved icon display area 50d. The icon display area 50e is configured of one display area, as shown in FIG. 10(A). When the pachinko game machine PY1 starts variable display of the special chart, it displays the icon TA, which is the same as or different from the reserved icon HA, in the icon display area 50e. In addition, in consideration of the playability of the pachinko game machine PY1, the icon TA may not be displayed.
[0093] 8-3-1.Holding 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 is, for example, a performance in which the reserved icon HA is displayed in the reserved icon display area 50d, and functions as a performance for notifying the player of the number of reserved special figures 1 or reserved special figures 2.
[0094] When the pachinko game machine PY1 is not performing variable display of the special chart and the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the icon TA is displayed in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two game balls enter the first starting hole 11 during variable display of the special chart, the pachinko game machine PY1 displays the reserved icon HA in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Fig. 10(C), and notifies the player that the number of reserved special charts 1 is "2". In addition, when the pachinko game machine PY1 starts variable display of a new special chart while displaying a reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, as shown in FIG. 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, thereby notifying the player that the reserve number of special chart 1 is "1".
[0095] 8-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart variation performance. The notice performance is a performance that uses the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance that suggests the possibility of a big win game.
[0096] 8-4-1.Movable object production The pachinko game machine PY1 can perform a movable body effect using the on-board movable body 55k or the frame movable body 58k as a notice effect. The movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0097] The pachinko game machine PY1 performs a movable body performance at any timing in the special chart variation performance (for example, the timing when the N reach develops into the SP reach). Here, a movable body performance using the board movable body 55k is exemplified. The movable body performance is a performance in which the board movable body 55k moves on the display unit 50a as shown in FIG. 11(A). In the movable body performance, the pachinko game machine PY1 displays an effect image G4 in a space of the display unit 50a that does not overlap with the board movable body 55k. After the movable body performance, the board movable body 55k returns to a normal standby state (initial position) as shown in FIG. 11(B), and the performance develops. FIG. 11(B) shows a case where the performance develops into the SPSP reach. The movement of the board movable body 55k in the movable body performance can be changed as appropriate.
[0098] 8-4-2. Operation direction The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a notice performance. The operation performance is, for example, a performance in which the player operates the normal button 40 or the special button 41.
[0099] The pachinko game machine PY1 performs an operation presentation at any timing (for example, during SP reach) in the special chart variation presentation. Here, an operation presentation using the normal button 40 is exemplified. In the operation presentation, the pachinko game machine PY1 generates a period during which pressing the normal button 40 is valid (referred to as a "button operation valid period"), and with the occurrence of this button operation valid period, as shown in FIG. 12(A), performs a presentation that encourages the operation of the normal button 40 (referred to as a "button operation promotion presentation"). In the button operation promotion presentation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 is composed of a normal button image G31 imitating the normal button 40, a pressing operation image G32 (here, a text image of "press") showing the operation mode of the normal button 40 (i.e., pressing operation), and an operation valid period remaining time image G33 showing the remaining time of the button operation valid period. In response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid period, the pachinko game machine PY1 ends the button operation prompting effect and performs the operation result effect, as shown in Fig. 12(B). Fig. 12(B) shows a case where a movable body effect in which the on-board movable body 55k is operated is performed as the operation result effect. The content of the operation effect can be changed as appropriate.
[0100] 8-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading effect based on a pre-reading judgment as a notice effect. The pre-reading effect is, for example, an effect in which the reserved icon HA changes, and functions as an effect for suggesting the result of the jackpot judgment in advance.
[0101] The pachinko game machine PY1 performs a look-ahead performance in response to storing the special chart 1 reservation or the special chart 2 reservation. Here, the look-ahead performance for the special chart 1 reservation is illustrated. When the game ball enters the first starting hole 11, the pachinko game machine PY1 displays a "☆" icon image as the reservation icon HA in the reservation icon display area 50d as shown in FIG. 10(C) based on the result of the look-ahead judgment for the special chart 1 reservation when storing the special chart 1 reservation. Note that the look-ahead performance content can be changed as appropriate.
[0102] 9. Internal Configuration Next, the internal configuration of the pachinko game machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of a portion related to the control of the pachinko game machine PY1. As shown in Fig. 13, the pachinko game machine PY1 includes a main control unit 100 that controls the game, and a performance control unit 120 that executes performances. The main control unit 100 and the performance control unit 120 are electrically connected, and the performance control unit 120 mainly executes performances according to instructions from the main control unit 100.
[0103] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game state, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs winning information of game balls from winning devices (first start port 11, second start port 12, gate 13, first big winning port 14, second big winning port 15, general winning port 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands generated according to the game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game memory unit 101c is composed of, for example, a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores a table for selecting game content, game data (special figure 1 reservation, special figure 2 reservation, normal figure reservation, etc.) generated according to the game control, etc.
[0104] The various games are mainly controlled based on winning information and operation information inputted by the game input unit 101a. The game control microcomputer 101 controls the various games using tables and game data stored in the game memory unit 101c.
[0105] 9-2.Table The game control microcomputer 101 can make various selections when controlling a game. When making a selection, a table stored in the game memory unit 101c is referenced. The game memory unit 101c stores the following tables.
[0106] 9-2-1. Fluctuation pattern judgment table The game memory unit 101c stores a variation pattern determination table 103a1 shown in Fig. 14. The variation pattern determination table 103a1 is a table that is referred to when selecting the type of variation pattern. When performing variable display of the first special chart or the second special chart based on the result of the big win determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 and selects the type of variation pattern.
[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of starting hole, the result of the big win determination, the result of the reach determination, the number of reserved special symbols, etc. The reach determination is to determine whether or not the above-mentioned reach performance (N reach, SP reach, SPSP reach) is performed during the variable display of the special symbol, and if the reach performance is performed, it is determined that there is a reach, and if the reach performance is not performed, it is determined that there is no reach. The game control microcomputer 101 can select any one of seven types of variation patterns, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022", as the variation pattern. The game control microcomputer 101 performs the variable display of the first special symbol or the second special symbol in the variable display mode (variable display time) according to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0108] Here, the role of each variation pattern will be explained. As mentioned above, during the variable display of the special chart, the special chart variation performance is performed. In the special chart variation performance, a performance flow consisting of a single or multiple performances is executed, and each variation pattern is associated with the variable display time of the special chart and the performance flow executed in the special chart variation performance. For example, as shown in FIG. 14, "THP001" and "THP011" correspond to a presentation flow in which the variable display time of the special chart is 120,000 ms and is composed of "normal fluctuation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" correspond to a presentation flow in which the variable display time of the special chart is 100,000 ms and is composed of "normal fluctuation" → "reach" → "N reach" → "SP reach", "THP013" corresponds to a presentation flow in which the variable display time of the special chart is 20,000 ms and is composed of "normal fluctuation" → "reach" → "N reach", and "THP021" and "THP022" correspond to a presentation flow in which the variable display time of the special chart is 13,000 ms or 2,000 ms and is composed only of "normal fluctuation". In this way, the time of the special chart change presentation and the presentation executed in the special chart change presentation are made different depending on the type of change pattern selected by the game control microcomputer 101.
[0109] "THP001" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is an "SPSP reach", so "THP001" is called an "SPSP jackpot fluctuation". "THP002" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is an "SP reach", so "THP002" is called an "SP jackpot fluctuation". "THP011" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is an "SPSP reach", so "THP011" is called an "SPSP miss fluctuation". "THP012" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is an "SP reach", so "THP012" is called an "SP miss fluctuation". In addition, "THP013" is selected when the result of the jackpot determination is a miss, and the end of the performance flow is "N reach", so "THP013" is called "N miss fluctuation". In addition, "THP021" and "THP022" are selected when the result of the jackpot determination is a miss, and the end of the performance flow is "normal fluctuation", so "THP021" and "THP022" are called "normal miss fluctuation". The selection ratio of the fluctuation pattern can be set appropriately, taking into consideration the playability of the pachinko game machine PY1.
[0110] 9-2-2.Look-ahead judgment table The game memory unit 101c stores a look-ahead determination table 103b1 shown in FIG. 15. The look-ahead determination table 103b1 is a table that is referenced when selecting the type of look-ahead pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the look-ahead determination table 103b1 and selects the type of look-ahead pattern. The diagram shown in FIG. 15 is the look-ahead determination table 103b1.
[0111] As shown in Fig. 15, the game control microcomputer 101 selects the type of look-ahead pattern based on the game state, the type of starting hole, the result of look-ahead judgment, etc. The game control microcomputer 101 can select one of three types of look-ahead patterns, "SHP001" to "SHP003", as the look-ahead pattern. The type of look-ahead pattern can be changed as appropriate.
[0112] Since "SHP001" is selected when the result of the look-ahead judgment is a win, "SHP001" is called the "jackpot look-ahead pattern." Also, "SHP002" is selected when the result of the look-ahead judgment is a non-win, and the result of the fluctuation pattern advance judgment is a fluctuation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called the "reach miss look-ahead pattern." Also, "SHP003" is selected when the result of the look-ahead judgment is a non-win, and the result of the fluctuation pattern advance judgment is a fluctuation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called the "normal miss look-ahead pattern."
[0113] 9-2-3.Pattern Judgment Table The game memory unit 101c stores a symbol determination table 103c1 shown in FIG. 16. The symbol determination table 103c1 is a table that is referred to when selecting the type of the stop symbol of the first special symbol and the second special symbol. When a big win determination is performed, the game control microcomputer 101 refers to the symbol determination table 103c1 and selects the type of the stop symbol of the first special symbol and the second special symbol. The diagram shown in FIG. 16 is the symbol determination table 103c1.
[0114] As shown in FIG. 16, the game control microcomputer 101 selects the type of stop pattern of the first special pattern and the second special pattern based on the type of starting hole, the result of the big win determination, etc. The game control microcomputer 101 can select one of seven types of stop patterns, "Big Win Wα Pattern", "Big Win Xα Pattern", "Big Win Yα Pattern", "Big Win Zα Pattern", "Small Win Pattern", "Miss A Pattern", and "Miss B Pattern", as the type of stop pattern. The game control microcomputer 101 performs stop display of the first special pattern or the second special pattern in a manner according to the selected stop pattern. The type of stop pattern can be changed as appropriate.
[0115] Here, the role of each stop pattern will be explained. As mentioned above, after the special pattern stops, there are times when a big win game is played, when a small win game is played, when the time is reduced, and when nothing is played and it is a miss. There are four types of big win games ("Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", "Big Win Game Zα"), one type of small win game, and two types of misses (the above-mentioned specific miss, and simple miss), and each stop pattern is associated with the type of big win game, the type of small win game, and the type of miss. For example, as shown in Fig. 16, "jackpot Wα symbol" corresponds to "jackpot game Wα", "jackpot Xα symbol" corresponds to "jackpot game Xα", "jackpot Yα symbol" corresponds to "jackpot game Yα", "jackpot Zα symbol" corresponds to "jackpot game Zα", "small win symbol" corresponds to small win game, "miss A symbol" corresponds to a simple miss where nothing is done, and "miss B symbol" corresponds to a time-saving state. In this way, the type of jackpot game to be executed, the type of small win game, and the type of miss (whether or not to enter a time-saving state) are made different depending on the type of stop symbol selected by the game control microcomputer 101.
[0116] The "jackpot Wα symbol" and the "jackpot Yα symbol" are selected when a jackpot game that results in a high probability state is played afterwards, so the "jackpot Wα symbol" and the "jackpot Yα symbol" are sometimes called "probable variable symbols". The "jackpot Xα symbol" and the "jackpot Zα symbol" are determined when a jackpot game that results in a normal probability state is played afterwards, so the "jackpot Xα symbol" and the "jackpot Zα symbol" are sometimes called "normal symbol". The "miss A symbol" is determined when a simple miss occurs afterwards, so the "miss A symbol" is sometimes called "normal miss symbol". The "miss B symbol" is determined when a specific miss occurs afterwards, so the "miss B symbol" is sometimes called "miss time-saving symbol". The selection ratio of the stop symbols can be set appropriately, taking into account the playability of the pachinko game machine PY1.
[0117] 9-3. Commands The game control microcomputer 101 can output the performance command generated according to the game control to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.
[0118] 9-3-1. Winning Command The winning command is generated in association with the winning of the game ball into various winning devices (the first start port 11, the second start port 12, the gate 13, the first large winning port 14, the second large winning port 15, the general winning port 10, etc.). The winning commands include a first start port command generated by the game ball winning the first start port 11, a second start port command generated by the game ball winning the second start port 12, a gate command generated by the game ball passing through the gate 13, a first large winning port command generated by the game ball winning the first large winning port 14, a first large winning port command generated by the game ball winning the second large winning port 15, a general winning port command generated by the game ball winning the general winning port 10, etc.
[0119] 9-3-2. Special command The special chart command is generated in relation to the operation of the first special chart and the second special chart. The special chart command includes a special chart change pattern command generated by determining the change pattern of the special chart, a special chart stop pattern command generated by determining the stop pattern of the special chart, a special chart start command generated by starting the variable display of the special chart, and a special chart confirmation command generated by the stop display of the special chart.
[0120] 9-3-3. General Map Commands The map command is generated in relation to the map operation. Examples of map commands include the map start command, which is generated by starting the map variable display, and the map confirmation command, which is generated by stopping the map display.
[0121] 9-3-4. Pending commands Reserve commands are generated in relation to the increase or decrease in the number of reserved special drawing 1 drawings, special drawing 2 drawings, and regular drawing drawings. Examples of reserve commands include a special drawing 1 reserve increase command generated by an increase in the number of reserved special drawing 1 drawings, a special drawing 1 reserve decrease command generated by a decrease in the number of reserved special drawing 1 drawings, a special drawing 2 reserve increase command generated by an increase in the number of reserved special drawing 2 drawings, a special drawing 2 reserve decrease command generated by a decrease in the number of reserved special drawing 2 drawings, a regular drawing reserve increase command generated by an increase in the number of reserved regular drawings, and a regular drawing reserve decrease command generated by a decrease in the number of reserved regular drawings.
[0122] 9-3-5. Jackpot game command The jackpot game command is generated in association with the operation of the jackpot game. The jackpot game command includes an OP command generated by the start of an OP, a round command generated by the start of each round game, and an ED command generated by the start of an ED.
[0123] 9-3-6. Small Win Game Command The small win game command is generated in association with the operation of the small win game. The small win game command includes a pre-opening IT command generated by starting the pre-opening IT, a post-opening IT command generated by starting the post-opening IT, etc.
[0124] 9-3-7. Auxiliary game commands The auxiliary game command is generated in association with the operation of the auxiliary game. An example of the auxiliary game command is an auxiliary game start command that is generated when the auxiliary game is started.
[0125] 9-3-8. Game status command The game state command is generated in relation to the current game state. The game state commands include a normal probability command generated when the game state is in a normal probability state, a high probability command generated when the game state is in a high probability state, a non-time-saving command generated when the game state is in a non-time-saving state, a time-saving command generated when the game state is in a time-saving state, and a jackpot command generated when the game state is in a jackpot game state.
[0126] 9-4. Production control unit The performance control unit 120 includes a performance control microcomputer 121. The performance control microcomputer 121 includes, for example, a CPU, and mainly executes various performances (performance mode, special chart change performance, hold performance, notice performance, etc.). The performance control microcomputer 121 also includes a performance input unit 121a and a performance storage unit 121b. The performance input unit 121a inputs performance commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The performance storage unit 121b is configured, for example, with a ROM and a RAM, and stores a processing program for processing performed by the CPU in various performances, a table for selecting notice performances, etc., performance data generated according to the execution of a performance, etc.
[0127] Various effects are mainly executed based on the command for effect and the operation information inputted by the effect input unit 121a. The effect control microcomputer 121 executes various effects using the processing program, the table, the effect data, etc. stored in the effect storage unit 121b.
[0128] First Embodiment The first embodiment will be described below with reference to Figures 17 to 31. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.
[0129] First, a description will be given of a look-ahead pattern that can be selected by the game control microcomputer 101. As shown in Fig. 17, a look-ahead A determination table 103b2 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select a look-ahead pattern using the look-ahead A determination table 103b2.
[0130] Fig. 18 is a diagram showing the contents of the look-ahead A determination table 103b2. The game control microcomputer 101 selects the type of look-ahead pattern based on the look-ahead determination result (including the fluctuation pattern advance determination result) regardless of the current game state and the type of starting hole. As the types of look-ahead patterns, there are six types of look-ahead patterns, "SHP001A1", "SHP001A2", "SHP002A1", "SHP002A2", "SHP002A3", and "SHP003A", as shown in Fig. 18.
[0131] Specifically, when the result of the look-ahead judgment is "look-ahead winning", if the result of the fluctuation pattern advance judgment is "THP001", the look-ahead pattern "SHP001A1" is selected, and if it is "THP002", the look-ahead pattern "SHP001A2" is selected. Note that "SHP001A1" is called the "SPSP jackpot look-ahead pattern" and "SHP001A2" is called the "SP jackpot look-ahead pattern".
[0132] In addition, if the result of the look-ahead judgment is "look-ahead non-winning", if the result of the fluctuation pattern advance judgment is "THP011", the look-ahead pattern of "SHP002A1" is selected, if it is "THP012", the look-ahead pattern of "SHP002A2" is selected, if it is "THP013", the look-ahead pattern of "SHP002A3" is selected, if it is "THP021" or "THP022", the look-ahead pattern of "SHP003A" is selected. Note that "SHP002A1" is called the "SPSP reach miss look-ahead pattern", "SHP002A2" is called the "SP reach miss look-ahead pattern", "SHP002A3" is called the "N reach miss look-ahead pattern", and "SHP003A" is called the "normal miss look-ahead pattern".
[0133] In the first embodiment, the read-ahead A determination table 103b2 shown in FIG. 18 is used, but the read-ahead A determination table 103b2 and the read-ahead determination table 103b1 shown in FIG. 16 may be used in combination.
[0134] Next, the hold icon HA that the performance control microcomputer 121 can display in the hold performance will be described with reference to Fig. 19. As described above, the performance control microcomputer 121 can display the hold icon HA in the hold icon display area 50d in response to the special chart 1 hold being stored in the hold performance (see Fig. 10). The performance control microcomputer 121 can display the hold icon HA by referring to the look-ahead pattern selected by the look-ahead A determination table 103b2. There are six display modes of the hold icon HA, including icons A to F.
[0135] As shown in Fig. 19(A), icon A, icon B, and icon C each consist of only a sun-shaped image. Icon A displays the sun-shaped image in yellow, icon B displays the sun-shaped image in blue, and icon C displays the sun-shaped image in red.
[0136] Also, as shown in Fig. 19(B), icons D, E, and F all include a cloud-shaped image. Icon D is made up of only a cloud-shaped image, and the cloud-shaped image is displayed in gray. Icon E is made up of a cloud-shaped image and a text image G302a of "Heat", and the cloud-shaped image is displayed in gray, and the text image G302a of "Heat" is displayed in red. Icon F is made up of a cloud-shaped image and a text image G302b of "Very Hot", and the cloud-shaped image is displayed in gray, and the text image G302b of "Very Hot" is displayed in red.
[0137] Here, the display position of the hold icon HA when it is displayed in the hold icon display area 50d will be described. The performance control microcomputer 121 displays the hold icon HA at a different display position when the display of the hold icon HA starts depending on the type of the hold icon HA.
[0138] When the type of hold icon HA displayed in the hold icon display area 50d is icon A, icon B, or icon C, as shown in Figure 19 (C), the hold icon HA appears from display position A in the center of the left edge of the display unit 50a, and moves to any one of the first display area 50d1 to the fourth display area 50d4 of the hold icon display area 50d depending on the number of special chart 1 holds.
[0139] On the other hand, when the type of the hold icon HA displayed in the hold icon display area 50d is icon D, icon E, or icon F, as shown in Figure 19 (D), the hold icon HA appears from display position B in the center of the left edge of the display unit 50a, and moves to any one of the first display area 50d1 to the fourth display area 50d4 of the hold icon display area 50d depending on the number of special chart 1 holds.
[0140] The performance control microcontroller 121 normally starts displaying the hold icon HA, either icon A or icon D, from display position A or display position B, and when executing the ``hold icon change notice'' described below, changes the display mode of the hold icon HA and displays it in the hold icon display area 50d.
[0141] Next, a description will be given of the look-ahead performance that can be executed by the performance control microcomputer 121 according to the look-ahead pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following look-ahead performances in the reserved performance.
[0142] A. Pending icon change notice The "reserved icon change notice" is an effect that may be performed when the reserved icon HA is displayed, and is a notice effect in which the display mode of the reserved icon HA changes. The "reserved icon change notice" is more likely to occur when the result of the look-ahead judgment is a "pre-read win" than when the look-ahead judgment is a "pre-read non-win", so it functions as an effect suggesting that there is a high possibility of a jackpot game being played. In addition, the "reserved icon change notice" is more likely to occur when the look-ahead pattern is an "SPSP jackpot look-ahead pattern" or an "SPSP reach miss look-ahead pattern" than when the look-ahead pattern is an "SP jackpot look-ahead pattern" or an "SP reach miss look-ahead pattern", so it also functions as an effect suggesting that there is a high possibility of development into an "SPSP reach".
[0143] B. Hold icon change teasing notice The "Pending Icon Change Prompt Announcement" is an effect that may occur when the pending icon HA is displayed, and is a provocative effect in which the main character or lightning bolt tries to change the display mode of the pending icon HA. Since the "Pending Icon Change Prompt Announcement" may occur afterwards, it functions as an effect suggesting that the "Pending Icon Change Prompt Announcement" may occur, or an effect suggesting that the display mode of the pending icon HA may change.
[0144] BA. First elimination teaser The "first deletion prompt" is a type of "reserved icon change prompt," in which the reserved icon HA moves straight up without expanding, and disappears from the reserved icon display area 50d.
[0145] BB. Second elimination teaser The "second deletion prompt" is a type of "on hold icon change prompt," and is a prompt in which the on hold icon HA expands, moves to the center of the display section 50a, and disappears from the on hold icon display area 50d.
[0146] Next, the "reserved icon change notice" will be specifically described. The performance control microcomputer 121 can execute the "reserved icon change notice" for the reserved icon HA of the special chart 1 reserved whose pre-reading pattern is "SPSP big win pre-reading pattern", "SPSP reach miss pre-reading pattern", "SP big win pre-reading pattern", or "SP reach miss pre-reading pattern".
[0147] As shown in Fig. 20, the performance control microcomputer 121 stores a reserved icon change notice selection table 123a1 in the performance storage unit 121b. The performance control microcomputer 121 can use the reserved icon change notice selection table 123a1 to select whether or not to execute a "reserved icon change notice", the type of change pattern when the "reserved icon change notice" is executed, and the type of non-change pattern when the "reserved icon change notice" is not executed. There are six types of change patterns, change pattern A to change pattern F, and there are two types of non-change patterns, non-change pattern A to non-change pattern B.
[0148] Change pattern A is a change pattern in which the display mode of the hold icon HA changes from icon A to icon B, change pattern B is a change pattern in which the display mode of the hold icon HA changes from icon A to icon C, change pattern C is a change pattern in which the display mode of the hold icon HA changes to icon C from the initial state, change pattern D is a change pattern in which the display mode of the hold icon HA changes from icon D to icon E, change pattern E is a change pattern in which the display mode of the hold icon HA changes from icon D to icon F, and change pattern F is a change pattern in which the display mode of the hold icon HA changes to icon F from the initial state.
[0149] In addition, non-change pattern A is a non-change pattern in which the display mode of the hold icon HA does not change from icon A, and non-change pattern B is a non-change pattern in which the display mode of the hold icon HA does not change from icon D.
[0150] 21(A) is a diagram showing the contents of the reserved icon change notice selection table 123a1. The performance control microcomputer 121 refers to the type of the look-ahead pattern and selects whether to execute the "reserved icon change notice", the type of change pattern when the "reserved icon change notice" is executed, and the type of non-change pattern when the "reserved icon change notice" is not executed.
[0151] Specifically, when the look-ahead pattern is the "SPSP jackpot look-ahead pattern" (SHP001A1), the following rates are selected: change pattern A will have its "pending icon change notice" executed 5%, change pattern B will have its "pending icon change notice" executed 10%, change pattern C will have its "pending icon change notice" executed 10%, change pattern D will have its "pending icon change notice" executed 7%, change pattern E will have its "pending icon change notice" executed 13%, change pattern F will have its "pending icon change notice" executed 15%, non-change pattern A will have its "pending icon change notice" not executed 20%, and non-change pattern B will have its "pending icon change notice" not executed 20% of the time.
[0152] In addition, when the pre-reading pattern is the "SPSP reach miss pre-reading pattern" (SHP002A1), the following selection rates are selected: change pattern A will have its "pending icon change notice" executed 5%, change pattern B will have its "pending icon change notice" executed 3%, change pattern C will have its "pending icon change notice" executed 2%, change pattern D will have its "pending icon change notice" executed 5%, change pattern E will have its "pending icon change notice" executed 3%, change pattern F will have its "pending icon change notice" executed 2%, non-change pattern A will have its "pending icon change notice" not executed 40%, and non-change pattern B will have its "pending icon change notice" not executed 40% of the time.
[0153] In addition, when the look-ahead pattern is the "SP jackpot look-ahead pattern" (SHP001A2), the following selection rates are selected: change pattern A will have its "pending icon change notice" executed 5%, change pattern B will have its "pending icon change notice" executed 3%, change pattern C will have its "pending icon change notice" executed 2%, change pattern D will have its "pending icon change notice" executed 7%, change pattern E will have its "pending icon change notice" executed 5%, change pattern F will have its "pending icon change notice" executed 3%, non-change pattern A will have its "pending icon change notice" not executed 37.5%, and non-change pattern B will have its "pending icon change notice" not executed 37.5%.
[0154] In addition, when the pre-reading pattern is the "SP reach miss pre-reading pattern" (SHP002A2), the execution of change pattern A's "Pending icon change notice" will be selected 5%, the execution of change pattern D's "Pending icon change notice" will be selected 5%, the non-change pattern A's "Pending icon change notice" will not be executed 45%, and the non-change pattern B's "Pending icon change notice" will not be executed 45%, and the execution of change pattern B's "Pending icon change notice", the execution of change pattern C's "Pending icon change notice", the execution of change pattern E's "Pending icon change notice", and the execution of change pattern F's "Pending icon change notice" will not be selected.
[0155] In addition, when the predictive pattern is the "N reach miss predictive pattern" (SHP002A3) or the "normal miss predictive pattern" (SHP003A), the "Pending icon change notice" of non-change pattern A will be selected to not be executed 50% of the time, and the "Pending icon change notice" of non-change pattern B will be selected to not be executed 50% of the time, and the execution of the "Pending icon change notice" of change pattern A to change pattern F will not be selected.
[0156] In other words, when a pre-reading pattern that has been determined to be a "pre-reading win" is selected, the execution of the "reserve icon change notice" of change pattern B and change pattern C is set to be more likely to be selected than the execution of the "reserve icon change notice" of change pattern A, and the "reserve icon change notice" of change pattern B and change pattern C (change to icon C) functions as a presentation that suggests that there is a higher possibility of a jackpot game being played than the "reserve icon change notice" of change pattern A (change to icon B).
[0157] In addition, when a pre-reading pattern that has been determined to be a "pre-reading win" is selected, the execution of the "reserve icon change notice" of change pattern E and change pattern F is set to be more likely to be selected than the execution of the "reserve icon change notice" of change pattern D, and the "reserve icon change notice" of change pattern E and change pattern F (change to icon F) functions as a presentation that suggests that there is a higher possibility of a jackpot game being played than the "reserve icon change notice" of change pattern D (change to icon E).
[0158] In addition, when a pre-reading pattern that has been determined to be a "pre-reading win" is selected, the "reserve icon change notice" of change pattern D and change pattern E is set to be more likely to be selected than the "reserve icon change notice" of change pattern A and change pattern B, and the "reserve icon change notice" of change pattern D and change pattern E (change from icon D) functions as a presentation that suggests that there is a higher possibility of a jackpot game being played than the "reserve icon change notice" of change pattern A and change pattern B (change from icon A).
[0159] In addition, when a pre-reading pattern that has been judged to be a "pre-reading win" is selected, the execution of the "reserved icon change notice" of change pattern F is set to be more likely to be selected than the execution of the "reserved icon change notice" of change pattern C, and the "reserved icon change notice" of change pattern F (icon F from the start) functions as a presentation that suggests that there is a higher possibility of a jackpot game being played than the "reserved icon change notice" of change pattern C (icon C from the start).
[0160] In addition, the system is set so that the execution of the "Pending Icon Change Notice" is more likely to be selected when a pre-reading pattern corresponding to a fluctuation pattern including "SPSP Reach" is selected in the pre-determination of the fluctuation pattern for the look-ahead judgment than when a pre-reading pattern corresponding to a fluctuation pattern not including "SPSP Reach" is selected, and the "Pending Icon Change Notice" functions as a presentation that suggests that the game is likely to develop into an "SPSP Reach".
[0161] The selection ratio indicated by the pending icon change notice selection table 123a1 shown in FIG. 21(A) can be changed as appropriate.
[0162] When the performance control microcomputer 121 executes the "reserved icon change notice", it executes the "reserved icon change notice" in the hold performance in the change pattern selected by the hold icon change notice selection table 123a1.
[0163] 22(A) to 22(E) and 23(A) to (E) are diagrams showing how the "reserved icon change notice" is performed. Here, an example is shown in which the reserved icon HA corresponding to the number of reserved special chart 1 of "3" is displayed in the reserved icon display area 50d. When a game ball enters the first starting hole 11 during the variable display of the special chart and the number of reserved special chart 1 becomes "3", the reserved icon HA is displayed in the third display area 50d3.
[0164] At this time, when either change pattern A or change pattern B is selected by the reserved icon change notice selection table 123a1, as shown in FIG. 22(A), icon A of a yellow image in the shape of a sun appears from display position A, and this icon A is displayed in the third display area 50d3. After that, when the variable display of the special chart ends and the variable display of the next special chart starts, icon A moves to the second display area 50d2 as shown in FIG. 22(B). Then, when a predetermined time (for example, 2 seconds) has elapsed since icon A moved to the second display area 50d2, a "reserved icon change notice" of change pattern A or change pattern B is performed. Note that before the "reserved icon change notice" of change pattern A or change pattern B is performed, a "reserved icon change teasing notice" may be performed, but the details of the "reserved icon change teasing notice" will be described later.
[0165] In the "hold icon change notice" of change pattern A, as shown in FIG. 22(C), the display mode of the hold icon HA changes from icon A to icon B (changing from yellow to blue), while in the "hold icon change notice" of change pattern B, as shown in FIG. 22(D), the display mode of the hold icon HA changes from icon A to icon C (changing from yellow to red). At this time, an effect image G400a indicating that the display mode of the hold icon HA has changed is displayed near the second display area 50d2, and a sound effect indicating that the display mode of the hold icon HA has changed is output from the speaker 52. In other words, whether the icon A changes to icon B or icon A changes to icon C, the shape of the image of the sun does not change, and only the display color of the image of the sun changes.
[0166] Also, when the change pattern C is selected by the reserved icon change notice selection table 123a1, as shown in Fig. 22(E), the icon C of a red sun-shaped image appears from the display position A, and this icon C is displayed in the third display area 50d3. After that, the display mode of the icon C does not change until it is displayed as the icon TA.
[0167] In addition, when either change pattern D or change pattern E is selected by the reserved icon change notice selection table 123a1, as shown in FIG. 23(A), an icon D of a cloud-shaped image appears from display position B, and this icon D is displayed in the third display area 50d3. After that, when the variable display of the special chart ends and the variable display of the next special chart starts, the icon D moves to the second display area 50d2 as shown in FIG. 23(B). Then, when a predetermined time (for example, 2 seconds) has elapsed since the icon G moved to the second display area 50d2, a "reserved icon change notice" of the change pattern D or the change pattern E is performed. Note that a "reserved icon change teasing notice" may also be performed before the "reserved icon change notice" of the change pattern D or the change pattern E is performed.
[0168] In the "hold icon change notice" of the change pattern D, as shown in FIG. 23(C), the display mode of the hold icon HA changes from icon D to icon E (text image G302a is added), while in the "hold icon change notice" of the change pattern E, as shown in FIG. 23(D), the display mode of the hold icon HA changes from icon D to icon F (text image G302b is added). At this time, an effect image G400a indicating that the display mode of the hold icon HA has changed is displayed near the second display area 50d2, and a sound effect indicating that the display mode of the hold icon HA has changed is output from the speaker 52. In other words, even when the icon D changes to icon E or when the icon D changes to icon F, the shape of the cloud image does not change, and the text image G302a of "heat" or the text image G302b of "extremely hot" is added to the cloud image.
[0169] In addition, when the change pattern F is selected by the reserved icon change notice selection table 123a1, as shown in Fig. 23(E), the icon F of a red sun-shaped image appears from the display position B, and this icon F is displayed in the third display area 50d3. After that, the display mode of the icon F does not change until it is displayed as the icon TA.
[0170] Also, although not shown, when non-execution of the ``Pending Icon Change Notification'' of non-change pattern A is selected by the hold icon change notification selection table 123a1, icon A appears from display position A and this icon A is displayed in the hold icon display area 50d, whereas when non-execution of the ``Pending Icon Change Notification'' of non-change pattern B is selected by the hold icon change notification selection table 123a1, icon D appears from display position B and this icon D is displayed in the hold icon display area 50d.
[0171] In addition, the reserved icon HA displayed in the reserved icon display area 50d will be displayed in the icon display area 50e as the icon TA even after a jackpot determination has been made for the special chart 1 reserved ball corresponding to this reserved icon HA, regardless of whether or not there is a ``reserved icon change notice.''
[0172] Next, the "reserved icon change provocation notice" will be specifically described. The performance control microcomputer 121 can execute the "reserved icon change provocation notice" for the reserved icon HA of the special chart 1 reserved of the pre-reading pattern "SPSP big win pre-reading pattern", "SPSP reach miss pre-reading pattern", "SP big win pre-reading pattern", "SP reach miss pre-reading pattern".
[0173] As shown in Fig. 20, the effect control microcomputer 121 stores a reserved icon change prompting selection table 123a2 in the effect storage unit 121b. The effect control microcomputer 121 can select whether to execute a "reserved icon change prompting" or not, whether to execute a "first deletion prompting" or a "second deletion prompting" when executing a "reserved icon change prompting", the type of effect pattern when executing a "first deletion prompting" and the type of effect pattern when executing a "second deletion prompting". There are two types of effect patterns for the "first deletion prompting", namely, a performance pattern A and a performance pattern B, and there are two types of effect patterns for the "second deletion prompting": a performance pattern C and a performance pattern D.
[0174] Presentation pattern A and presentation pattern C are presentation patterns that suggest a successful change in the display mode of the hold icon HA, while presentation pattern B and presentation pattern D are presentation patterns that suggest a failed change in the display mode of the hold icon HA.
[0175] 21(B) is a diagram showing the contents of the reserved icon change prompting selection table 123a2. The performance control microcomputer 121 refers to the type of the look-ahead pattern and the selection result by the reserved icon change prompting selection table 123a1 to select whether to execute the "reserved icon change prompting", whether to execute the "first deletion prompting notice" or the "second deletion prompting notice" if the "reserved icon change prompting notice" is executed, and the type of performance pattern when the "first deletion prompting notice" is executed and the type of performance pattern when the "second deletion prompting notice" is executed.
[0176] Specifically, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) and the execution of "Pending icon change announcement" of change pattern A or change pattern B is selected, the execution of "First elimination prompt announcement" of presentation pattern A is selected 20%, the execution of "Second elimination prompt announcement" of presentation pattern C is selected 30%, and "Pending icon change prompt announcement" is not executed 50%, and the execution of "First elimination prompt announcement" of presentation pattern B and the execution of "Second elimination prompt announcement" of presentation pattern D are not selected.
[0177] In addition, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) and the execution of "Pending icon change notice" of change pattern D or change pattern E is selected, the execution of "First elimination prompt notice" of presentation pattern A is selected 20%, the execution of "Second elimination prompt notice" of presentation pattern C is selected 30%, and "Pending icon change prompt notice" is not executed 50%, and the execution of "First elimination prompt notice" of presentation pattern B and the execution of "Second elimination prompt notice" of presentation pattern D are not selected.
[0178] In addition, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) and non-execution of the "pending icon change notice" of non-change pattern A is selected, the execution of the "first elimination prompt notice" of presentation pattern B is selected 15%, the execution of the "second elimination prompt notice" of presentation pattern D is selected 10%, and non-execution of the "pending icon change prompt notice" is selected 75%, and the execution of the "first elimination prompt notice" of presentation pattern A and the "second elimination prompt notice" of presentation pattern C are not selected.
[0179] In addition, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) and non-execution of the "pending icon change notice" of non-change pattern B is selected, the execution of the "first elimination prompt notice" of presentation pattern B is selected 10%, the execution of the "second elimination prompt notice" of presentation pattern D is selected 5%, and non-execution of the "pending icon change prompt notice" is selected 85%, and the execution of the "first elimination prompt notice" of presentation pattern A and the execution of the "second elimination prompt notice" of presentation pattern C are not selected.
[0180] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1) and the execution of "Pending icon change notice" of change pattern A or change pattern B is selected, the execution of "First elimination prompt notice" of performance pattern A is selected 10%, the execution of "Second elimination prompt notice" of performance pattern C is selected 10%, and "Pending icon change prompt notice" is not executed 80%, and the execution of "First elimination prompt notice" of performance pattern B and the execution of "Second elimination prompt notice" of performance pattern D are not selected.
[0181] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1) and the execution of change pattern D or change pattern E's "pending icon change notice" is selected, the execution of presentation pattern A's "first elimination prompt notice" is selected 10%, the execution of presentation pattern C's "second elimination prompt notice" is selected 10%, and the non-execution of "pending icon change prompt notice" is selected 80%, and the execution of presentation pattern B's "first elimination prompt notice" and the execution of presentation pattern D's "second elimination prompt notice" are not selected.
[0182] In addition, when the pre-reading pattern is the "SPSP reach miss pre-reading pattern" (SHP002A1) and non-execution of the "Pending icon change notice" of non-change pattern A is selected, the execution of the "First elimination prompt notice" of presentation pattern B is selected 15%, the execution of the "Second elimination prompt notice" of presentation pattern D is selected 10%, and non-execution of the "Pending icon change prompt notice" is selected 75%, and the execution of the "First elimination prompt notice" of presentation pattern A and the execution of the "Second elimination prompt notice" of presentation pattern C are not selected.
[0183] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1) and non-execution of "Pending icon change announcement" of non-change pattern B is selected, execution of "First elimination prompt announcement" of presentation pattern B is selected 10%, execution of "Second elimination prompt announcement" of presentation pattern D is selected 5%, and non-execution of "Pending icon change prompt announcement" is selected 85%, and execution of "First elimination prompt announcement" of presentation pattern A and execution of "Second elimination prompt announcement" of presentation pattern C are not selected.
[0184] In addition, when the predictive pattern is the "SP jackpot predictive pattern" (SHP001A2) and the execution of "Pending icon change announcement" of change pattern A or change pattern B is selected, the execution of "First elimination prompt announcement" of presentation pattern A will be selected 20%, the execution of "Second elimination prompt announcement" of presentation pattern C will be selected 30%, and "Pending icon change prompt announcement" will not be executed 50%, and the execution of "First elimination prompt announcement" of presentation pattern B and the execution of "Second elimination prompt announcement" of presentation pattern D will not be selected.
[0185] In addition, when the predictive pattern is the "SP jackpot predictive pattern" (SHP001A2) and the execution of "Pending icon change announcement" of change pattern D or change pattern E is selected, the execution of "First elimination prompt announcement" of presentation pattern A is selected 20%, the execution of "Second elimination prompt announcement" of presentation pattern C is selected 30%, and "Pending icon change prompt announcement" is not executed 50%, and the execution of "First elimination prompt announcement" of presentation pattern B and the execution of "Second elimination prompt announcement" of presentation pattern D are not selected.
[0186] In addition, when the predictive pattern is the "SP jackpot predictive pattern" (SHP001A2) and non-execution of the "Pending icon change announcement" of non-change pattern A is selected, the execution of the "First elimination prompt announcement" of presentation pattern B is selected 15%, the execution of the "Second elimination prompt announcement" of presentation pattern D is selected 10%, and non-execution of the "Pending icon change prompt announcement" is selected 75%, and the execution of the "First elimination prompt announcement" of presentation pattern A and the "Second elimination prompt announcement" of presentation pattern C are not selected.
[0187] In addition, when the predictive pattern is the "SP jackpot predictive pattern" (SHP001A2) and non-execution of the "pending icon change announcement" of non-change pattern B is selected, the execution of the "first elimination prompt announcement" of presentation pattern B is selected 10%, the execution of the "second elimination prompt announcement" of presentation pattern D is selected 5%, and non-execution of the "pending icon change prompt announcement" is selected 85%, and the execution of the "first elimination prompt announcement" of presentation pattern A and the execution of the "second elimination prompt announcement" of presentation pattern C are not selected.
[0188] In addition, when the predictive pattern is the "SP reach miss predictive pattern" (SHP002A2) and the execution of "Pending icon change announcement" of change pattern A or change pattern B is selected, the execution of "First elimination prompt announcement" of performance pattern A will be selected 10%, the execution of "Second elimination prompt announcement" of performance pattern C will be selected 10%, and "Pending icon change prompt announcement" will not be executed 80%, and the execution of "First elimination prompt announcement" of performance pattern B and the execution of "Second elimination prompt announcement" of performance pattern D will not be selected.
[0189] In addition, when the predictive pattern is the "SP reach miss predictive pattern" (SHP002A2) and the execution of "Pending icon change announcement" of change pattern D or change pattern E is selected, the execution of "First elimination prompt announcement" of performance pattern A is selected 10%, the execution of "Second elimination prompt announcement" of performance pattern C is selected 10%, and "Pending icon change prompt announcement" is not executed 80%, and the execution of "First elimination prompt announcement" of performance pattern B and the execution of "Second elimination prompt announcement" of performance pattern D are not selected.
[0190] In addition, when the predictive pattern is the "SP reach miss predictive pattern" (SHP002A2) and non-execution of the "Pending icon change announcement" of non-change pattern A is selected, the execution of the "First elimination prompt announcement" of presentation pattern B is selected 15%, the execution of the "Second elimination prompt announcement" of presentation pattern D is selected 10%, and non-execution of the "Pending icon change prompt announcement" is selected 75%, and the execution of the "First elimination prompt announcement" of presentation pattern A and the execution of the "Second elimination prompt announcement" of presentation pattern C are not selected.
[0191] In addition, when the predictive pattern is the "SP reach miss predictive pattern" (SHP002A2) and non-execution of "Pending icon change announcement" of non-change pattern B is selected, the execution of "First elimination prompt announcement" of presentation pattern B is selected 10%, the execution of "Second elimination prompt announcement" of presentation pattern D is selected 5%, and non-execution of "Pending icon change prompt announcement" is selected 85%, and the execution of "First elimination prompt announcement" of presentation pattern A and the execution of "Second elimination prompt announcement" of presentation pattern C are not selected.
[0192] In addition, when the predictive pattern is the "N reach miss predictive pattern" (SHP002A3), "normal miss predictive pattern" (SHP003A) and non-execution of "Pending icon change notice" of non-change pattern A is selected, the execution of "First elimination prompt notice" of presentation pattern B is selected 15%, the execution of "Second elimination prompt notice" of presentation pattern D is selected 15%, and non-execution of "Pending icon change prompt notice" is selected 70%, and the execution of "First elimination prompt notice" of presentation pattern A and the execution of "Second elimination prompt notice" of presentation pattern C are not selected.
[0193] In addition, when the predictive pattern is the "N reach miss predictive pattern" (SHP002A3), "normal miss predictive pattern" (SHP003A) and non-execution of "Pending icon change notice" of non-change pattern B is selected, execution of "First elimination prompt notice" of presentation pattern B will be selected 5%, execution of "Second elimination prompt notice" of presentation pattern D will be selected 5%, and non-execution of "Pending icon change prompt notice" will be selected 90%, and execution of "First elimination prompt notice" of presentation pattern A and execution of "Second elimination prompt notice" of presentation pattern C will not be selected.
[0194] In other words, when a pre-reading pattern that has been determined to be a "pre-reading winner" is selected, the execution of the "second elimination prompt" of presentation pattern C is set to be more likely to be selected than the execution of the "first elimination prompt" of presentation pattern A, and the execution of the "second elimination prompt" of presentation pattern D is set to be less likely to be selected than the execution of the "first elimination prompt" of presentation pattern B, so that the "second elimination prompt" (icon enlargement) functions as a presentation that suggests that the change in the display mode of the pending icon HA is more likely to be successful than the "first elimination prompt" (icon not enlarged).
[0195] The selection ratio indicated by the reserved icon change prompting selection table 123a2 shown in FIG. 21(B) can be changed as appropriate.
[0196] When executing a "reserved icon change prompting announcement," the performance control microcontroller 121 executes a "first deletion prompting announcement" or a "second deletion prompting announcement" in the performance pattern selected by the reserve icon change prompting announcement selection table 123a2.
[0197] Figures 24(A) to 24(F) are diagrams showing how a "first deletion teasing announcement" is made as a "reserved icon change teasing announcement." Here, an example is shown of a case where the "first deletion teasing announcement" is made for the reserved icon HA corresponding to the number of reserved special charts "2." When the reserved icon HA moves on the reserved icon display area 50d due to the start of variable display of a new special chart, the "first deletion teasing announcement" is made.
[0198] In the "first deletion teaser" where the reserved icon HA is icon A, as shown in Fig. 24(A), icon A moves straight up and is deleted from the reserved icon display area 50d. Then, when icon A reaches the first display position 50f of the display unit 50a, a main character image G200 representing the main character is displayed above the first display position 50f, and a video of the main character trying to kick icon A is displayed.
[0199] Then, when the execution of the "first deletion prompt notice" of the performance pattern A is selected by the reserved icon change prompt notice selection table 123a2, as shown in Fig. 24(B), the icon A changes to the icon B or the icon C (icon B in this case), and the "first deletion prompt notice" of the performance pattern A ends. At this time, the main character's happy appearance is displayed at the top of the reserved icon display area 50d.
[0200] When the "First elimination teaser" of performance pattern A ends, the changed icon B or icon C returns to its original position, and the "Pending icon change notice" begins, and as described above, the changed icon B or icon C is re-displayed in the pending icon display area 50d (see Figures 22(C)(D)).
[0201] On the other hand, when the "first deletion teasing announcement" of presentation pattern B is selected by the pending icon change teasing announcement selection table 123a2, as shown in Figure 24 (C), the icon A does not change, the main character image G200 is erased, and the "first deletion teasing announcement" of presentation pattern B ends.
[0202] When the "First Elimination Teaser Announcement" of performance pattern B ends, icon A, which did not change, returns to its original position and does not move on to the "Pending Icon Change Announcement".
[0203] In addition, in the "first deletion teaser" where the reserved icon HA is the icon D, as shown in Fig. 24(D), the icon D moves straight up and is deleted from the reserved icon display area 50d. Then, when the icon D reaches the first display position 50f of the display unit 50a, a lightning image G500 representing a lightning bolt is displayed at the top of the first display position 50f, and a video of the lightning bolt heading towards the icon D is displayed.
[0204] Then, when the execution of the "first deletion prompting announcement" of presentation pattern A is selected by the pending icon change prompting announcement selection table 123a2, icon D changes to icon E or icon F (icon E here) as shown in Figure 24 (E), and the "first deletion prompting announcement" of presentation pattern A ends.
[0205] When the "First Elimination Teaser Announcement" of presentation pattern A ends, the changed icon E or icon F returns to its original position, and the "Pending Icon Change Announcement" begins, and as described above, the changed icon E or icon F is re-displayed in the pending icon display area 50d (see Figures 23(C)(D)).
[0206] On the other hand, when the "first deletion prompt announcement" of presentation pattern B is selected by the pending icon change prompt announcement selection table 123a2, as shown in Figure 24 (F), the icon D does not change, the lightning image G400 is deleted, and the "first deletion prompt announcement" of presentation pattern B ends.
[0207] When the "First Elimination Teaser Announcement" of performance pattern B ends, icon D, which did not change, returns to its original position and does not move on to the "Pending Icon Change Announcement".
[0208] In addition, when execution of the ``Hold Icon Change Notification'' of change pattern A or change pattern B is selected by the hold icon change notification selection table 123a1, and non-execution of the ``Hold Icon Change Prompt Notification'' is selected by the hold icon change prompting notification selection table 123a2, the hold icon HA changes without being erased from the hold icon display area 50d.
[0209] Figures 25(A) to 25(F) are diagrams showing how a "second deletion teasing announcement" is made as a "reserved icon change teasing announcement." Here, an example is shown of a case where a "second deletion teasing announcement" is made for a reserved icon HA corresponding to the number of reserved special charts "2." When the reserved icon HA moves on the reserved icon display area 50d due to the start of variable display of a new special chart, a "second deletion teasing announcement" is made.
[0210] In the "second deletion teaser" where the reserved icon HA is icon A, as shown in FIG. 25(A), icon A moves while expanding to the center of the display unit 50a, and icon A is deleted from the reserved icon display area 50d. Then, when icon A reaches the second display position 50g of the display unit 50a, a video of icon A rotating is displayed. At this time, a pseudo icon GA is displayed in the reserved icon display area 50d (here, the second display area 50d2) where icon A was displayed, suggesting that the special chart 1 reservation corresponding to icon A has not yet been consumed.
[0211] The pseudo icon GA is different from the display mode of the icon A, icon B, and icon C as the hold icon HA in that the icon A, icon B, and icon C as the hold icon HA are yellow, blue, and red images in the shape of a sun, while the display mode of the pseudo icon GA is a black image in the shape of a sphere. In the first embodiment, the hold icon HA and the pseudo icon GA are different in shape and display color, but they may be different so as to be distinguishable from each other. For example, the hold icon HA and the pseudo icon GA may be the same in shape, and the hold icon HA may be an image with an opaque background while the pseudo icon GA may be an image with a partly transparent or semi-transparent image, or the hold icon HA may be a moving image while the pseudo icon GA is a still image.
[0212] Then, when the execution of the "second deletion prompt announcement" of presentation pattern C is selected by the pending icon change prompt announcement selection table 123a2, the rotation of icon A stops, icon A changes to icon B or icon C (icon B in this case), and the "second deletion prompt announcement" of presentation pattern C ends, as shown in Figure 25 (B).
[0213] When the "second deletion teaser" of the performance pattern C ends, the changed icon B or icon C returns to its original position, and the "reserved icon change notice" starts, and as described above, the changed icon B or icon C is redisplayed in the reserved icon display area 50d (see FIG. 22(C)(D)). The pseudo icon GA is deleted in response to the reserved icon HA returning to its original position.
[0214] On the other hand, when the "Second Deletion Prompt Notice" of presentation pattern D is selected by the pending icon change prompt notice selection table 123a2, as shown in Figure 25 (C), icon A does not change, the rotation of icon A stops, and the "Second Deletion Prompt Notice" of presentation pattern D ends.
[0215] When the "second deletion teaser" of the performance pattern D ends, the unchanged icon A returns to its original position and does not move to the "reserved icon change notice." The pseudo icon GA is deleted in response to the reserved icon HA returning to its original position.
[0216] Also, in the "second deletion teaser notice" where the reserved icon HA is icon D, as shown in FIG. 25(D), icon D moves while expanding to the center of the display unit 50a, and icon D is deleted from the reserved icon display area 50d. Then, when icon D reaches the second display position 50g of the display unit 50a, a video of icon D rotating is displayed. At this time, as in the "second deletion teaser notice" of icon A, a pseudo icon GA is displayed in the reserved icon display area 50d (here, the second display area 50d2) where icon D was displayed, suggesting that the special chart 1 reservation corresponding to icon D has not yet been consumed.
[0217] The display manner of the pseudo icon GA is also different from that of icon D, icon E, and icon F as the hold icon HA. While icon D, icon E, and icon F as the hold icon HA are gray cloud-shaped images, the display manner of the pseudo icon GA is a black spherical image, as described above.
[0218] Then, when the execution of the "second deletion prompting announcement" of presentation pattern C is selected by the pending icon change prompting announcement selection table 123a2, the rotation of icon D stops, icon D changes to icon E or icon F (icon E here), and the "second deletion prompting announcement" of presentation pattern C ends, as shown in Figure 25 (E).
[0219] When the "Second Elimination Incitement Notice" of the performance pattern C ends, the changed icon E or icon F returns to its original position, and the "Pending Icon Change Notice" starts, and as described above, the changed icon E or icon F is redisplayed in the pending icon display area 50d (see FIG. 23(C)(D)). The pseudo icon GA is erased in response to the pending icon HA returning to its original position.
[0220] On the other hand, when the "Second Deletion Prompt Notice" of presentation pattern D is selected by the pending icon change prompt notice selection table 123a2, as shown in Figure 25 (F), the rotation of icon D stops without changing, and the "Second Deletion Prompt Notice" of presentation pattern D ends.
[0221] When the "second elimination teaser" of the performance pattern D ends, the unchanged icon D returns to its original position and does not move to the "reserved icon change notice." The pseudo icon GA is erased in response to the reserved icon HA returning to its original position.
[0222] In addition, when execution of the ``Hold Icon Change Notification'' of change pattern D or change pattern E is selected by the hold icon change notification selection table 123a1, and non-execution of the ``Hold Icon Change Prompt Notification'' is selected by the hold icon change prompting notification selection table 123a2, the hold icon HA changes without being erased from the hold icon display area 50d.
[0223] Next, the icon TA that can be displayed by the performance control microcomputer 121 in the reserved performance will be described. As described above, the performance control microcomputer 121 can display the icon TA in the icon display area 50e in response to a jackpot determination being made for the reserved special chart 1 in the reserved performance (see FIG. 10). The performance control microcomputer 121 can display the icon TA by referring to the variation pattern and the display mode of the reserved icon HA. The display mode of the icon TA is the same as the display mode of the reserved icon HA, and there are six types of display modes, icons A to F (see FIG. 19).
[0224] The performance control microcontroller 121 displays the hold icon HA displayed in the first display area 50d1 of the hold icon display area 50d as the icon A in the icon display area 50e, and when executing the ``icon change notice'' described below, changes the display mode of the icon and displays it in the icon display area 50e.
[0225] Next, we will explain the special chart variation performance that the performance control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following performances in the special chart variation performance.
[0226] C. 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.
[0227] D. Leach "Reach" is an effect that may occur after "normal fluctuation", in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. Since "Reach" may occur when the result of the jackpot determination is "jackpot win", it functions as an effect that suggests that a jackpot game may occur. In addition, since "Reach" may develop into a reach effect such as "N reach", "SP reach", or "SPSP reach", it also functions as an effect that suggests that a reach effect may occur.
[0228] EN Reach "N Reach" is a performance that may occur after a "reach" is established, and is a reach performance in which the fluctuation speed of the middle performance pattern EZ2 gradually slows down. Since "N Reach" may occur when the result of the jackpot judgment is "jackpot winning", it functions as a performance that suggests the possibility of a jackpot game.
[0229] F.SP Reach "SP Reach" is an effect that can occur after "N Reach" and is a reach effect in which the main character and the enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "jackpot win" than when it is "miss," so it functions as an effect that suggests the possibility of a jackpot game.
[0230] G.SPSP Reach "SPSP reach" is an effect that may occur after "SP reach", and is a reach effect in which the main character battles a strong enemy character. "SPSP reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when "SP reach" develops into "SPSP reach" than when it does not develop from "SP reach" into "SPSP reach", "SPSP reach" also functions as an effect that suggests that there is a high possibility of a jackpot game being played compared to "SP reach".
[0231] H. Icon change notice The "icon change notice" is an effect that may be performed in an "N reach" and is a notice effect in which the display mode of the icon TA changes. The "icon change notice" is more likely to occur when the result of the jackpot determination is a "jackpot win" than when it is a "miss," so it functions as an effect suggesting that there is a high possibility of a jackpot game being played. In addition, the "icon change notice" is more likely to occur when the change pattern is an "SPSP jackpot change" or "SPSP miss change" than when it is an "SP jackpot change" or "SP miss change," so it also functions as an effect suggesting that there is a high possibility of development into an "SPSP reach."
[0232] I. Icon change teaser The "icon change teasing announcement" is an effect that may be performed in an "N reach" and is a teasing effect that attempts to change the display mode of the icon TA by rotating the icon TA. Since the "icon change teasing announcement" may be performed afterwards, it functions as an effect suggesting that the "icon change announcement" may be performed, or an effect suggesting that the display mode of the icon TA may be changed.
[0233] Next, the main special chart change performance flow will be described with reference to Fig. 26. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance constituting the performance flow, 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] As shown in Figure 26(A), in the special chart change performance of the change pattern "SPSP big win change" and "SPSP miss change", the performance flow consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed. In addition, "the icon change notice" and "the icon change teasing notice" may be performed in "N reach" in the special chart change performance of these change patterns.
[0235] Also, as shown in Figure 26(B), in the special chart change performance with the change pattern "SP big win change" and "SP miss change", the performance flow is executed which consists of "normal change" → "reach" → "N reach" → "SP reach". In addition, in the "N reach" in the special chart change performance of these change patterns, "the icon change notice" and "the icon change teasing notice" may be performed.
[0236] Also, as shown in FIG. 26(C), in the special chart change presentation in which the change pattern is "N miss change", a presentation flow consisting of "normal change" -> "reach" -> "N reach" is executed.
[0237] Also, as shown in FIG. 26(D), in the special chart change presentation in which the change pattern is "normal miss change", a presentation flow consisting of only "normal change" is executed.
[0238] Next, the main effects executed in the special chart variation performance will be specifically described. In the special chart variation 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.
[0239] First, we will specifically explain the "N reach" in which the "icon change notice" and the "icon change teasing notice" may be performed. The performance control microcomputer 121 can execute the "N reach" in the special chart change performance with the change pattern of "SPSP big win change", "SPSP miss change", "SP big win change", "SP miss change", and "N miss change".
[0240] The microcomputer 121 for controlling the performance executes "N reach" after "reach" is established in any special chart change performance in which the change pattern is "SPSP big win change", "SPSP miss change", "SP big win change", "SP miss change" or "N miss change".
[0241] Figures 27(A) to 27(C) are diagrams showing how "N Reach" is performed. After "normal fluctuation", as shown in Figure 27(A), when the left performance pattern EZ1 and the right performance pattern EZ3 stop on the same type of performance pattern (here, the "5·↓·5" reach), "N Reach" is performed.
[0242] In the "N Reach", as shown in Fig. 27(B), the speed of change of the middle performance pattern EZ2 gradually slows down. At this time, the icon TA continues to be displayed in the icon display area 50e, and "the icon change notice" and "the icon change teasing notice" using the icon TA may be performed. The details of the "icon change notice" and "icon change teasing notice" will be described later.
[0243] Then, if the fluctuation pattern is "N miss fluctuation," as shown in Figure 27 (C), the middle performance pattern EZ2 stops, and the performance patterns EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a miss (here, the "5·6·5" reach miss), and the icon TA is erased.
[0244] On the other hand, when the fluctuation pattern is "SPSP big win fluctuation", "SPSP miss fluctuation", "SP big win fluctuation", or "SP miss fluctuation", the middle performance symbol EZ2 does not stop and develops into "SP reach" (see FIG. 8). Even if the icon TA develops into "SP reach", it continues to be displayed in the icon display area 50e.
[0245] Next, the "icon change notice" will be specifically described. The performance control microcomputer 121 can execute the "icon change notice" in the "N reach" in the special chart change performance in which the change pattern is "SPSP big win change", "SPSP miss change", "SP big win change", and "SP miss change".
[0246] As shown in Fig. 20, the performance control microcomputer 121 stores the icon change notice selection table 123a3 in the performance storage unit 121b. The performance control microcomputer 121 can select whether or not to execute the "icon change notice" and the type of change pattern when the "icon change notice" is executed, using the icon change notice selection table 123a3. There are four types of change patterns, change pattern G to change pattern J.
[0247] Change pattern G is a change pattern in which the display mode of the icon TA changes from icon A to icon B, change pattern H is a change pattern in which the display mode of the icon TA changes from icon A to icon C, change pattern I is a change pattern in which the display mode of the icon TA changes from icon D to icon E, and change pattern J is a change pattern in which the display mode of the icon TA changes from icon D to icon F.
[0248] FIG. 21(C) is a diagram showing the contents of the icon change notice selection table 123a3. The performance control microcomputer 121 refers to the type of change pattern, the display mode of the reserved icon HA, and the presence or absence of a "reserved icon change teasing notice," and selects whether or not to execute the "reserved icon change notice," and the type of change pattern when the "reserved icon change notice" is executed. In the first embodiment, only when the display mode of the reserved icon HA displayed in the first display area 50d1 is either icon A or icon D, and the "reserved icon change teasing notice" has not been performed for the reserved icon HA, whether or not to execute the "reserved icon change notice" is selected. In other words, when the "reserved icon change notice" has been performed for the reserved icon HA or when the "reserved icon change teasing notice" has been performed, the "reserved icon change notice" will not be performed.
[0249] Specifically, when the change pattern is "SPSP jackpot change" (THP001) and the display mode of the reserved icon HA is icon A, if the "reserved icon change teaser notice" is not executed, the execution of the "respective icon change notice" of change pattern G is selected at a rate of 20%, the execution of the "respective icon change notice" of change pattern H is selected at a rate of 30%, and the non-execution of the "respective icon change notice" is selected at a rate of 50%, and the execution of the "respective icon change notice" of change pattern I and change pattern J is not selected.
[0250] In addition, when the change pattern is "SPSP jackpot change" (THP001) and the display mode of the reserved icon HA is icon D, if the "reserved icon change teaser notice" is not executed, the execution of the "respective icon change notice" of change pattern I is selected at a rate of 25%, the execution of the "respective icon change notice" of change pattern J is selected at a rate of 35%, and the non-execution of the "respective icon change notice" is selected at a rate of 40%, and the execution of the "respective icon change notice" of change pattern G and change pattern H is not selected.
[0251] In addition, when the change pattern is "SPSP Miss Change" (THP011) and the display mode of the reserved icon HA is icon A, if the "reserved icon change teaser notice" is not executed, the execution of the "respective icon change notice" of change pattern G is selected 10%, the execution of the "respective icon change notice" of change pattern H is selected 10%, and the non-execution of the "respective icon change notice" is selected 80%, and the execution of the "respective icon change notice" of change pattern I and change pattern J is not selected.
[0252] In addition, when the change pattern is "SPSP Miss Change" (THP011) and the display mode of the reserved icon HA is icon D, if the "reserved icon change teaser notice" is not executed, the execution of the "respective icon change notice" of change pattern I is selected at a rate of 10%, the execution of the "respective icon change notice" of change pattern J is selected at a rate of 10%, and the non-execution of the "respective icon change notice" is selected at a rate of 80%, and the execution of the "respective icon change notice" of change pattern G and change pattern H is not selected.
[0253] In addition, when the change pattern is "SP jackpot change" (THP002) and the display mode of the reserved icon HA is icon A, if the "reserved icon change teaser notice" is not executed, the execution of the "respective icon change notice" of change pattern G is selected at a rate of 15%, the execution of the "respective icon change notice" of change pattern H is selected at a rate of 20%, and the non-execution of the "respective icon change notice" is selected at a rate of 65%, and the execution of the "respective icon change notice" of change pattern I and change pattern J is not selected.
[0254] In addition, when the change pattern is "SP jackpot change" (THP002) and the display mode of the reserved icon HA is icon D, if the "reserved icon change teaser notice" is not executed, the execution of the "respective icon change notice" of change pattern I is selected at a rate of 20%, the execution of the "respective icon change notice" of change pattern J is selected at a rate of 25%, and the non-execution of the "respective icon change notice" is selected at a rate of 55%, and the execution of the "respective icon change notice" of change pattern G and change pattern H is not selected.
[0255] In addition, when the change pattern is "SP Miss Change" (THP012) and the display mode of the reserved icon HA is icon A, if the "reserved icon change teaser notice" is not executed, the execution of the "respective icon change notice" of change pattern G is selected at a rate of 10%, the execution of the "respective icon change notice" of change pattern H is selected at a rate of 10%, and the non-execution of the "respective icon change notice" is selected at a rate of 80%, and the execution of the "respective icon change notice" of change pattern I and change pattern J is not selected.
[0256] In addition, when the change pattern is "SP Miss Change" (THP012) and the display mode of the reserved icon HA is icon D, if the "reserved icon change teaser notice" is not executed, the execution of the "respective icon change notice" of change pattern I is selected at a rate of 10%, the execution of the "respective icon change notice" of change pattern J is selected at a rate of 10%, and the non-execution of the "respective icon change notice" is selected at a rate of 80%, and the execution of the "respective icon change notice" of change pattern G and change pattern H is not selected.
[0257] In other words, when a change pattern that has been determined to be a "jackpot win" is selected in the jackpot determination, the execution of the "icon change announcement" of change pattern I or change pattern J is set to be more likely to be selected than the execution of the "icon change announcement" of change pattern G or change pattern H, and the "icon change announcement" of change pattern I or change pattern J functions as a presentation that suggests that there is a higher possibility of a jackpot game being played than the "icon change announcement" of change pattern G or change pattern H.
[0258] In addition, when a variation pattern that has been determined to be a "jackpot winning" is selected in the jackpot determination, the execution of the "icon change notice" of change pattern H is set to be more likely to be selected than the execution of the "icon change notice" of change pattern G, and the "icon change notice" of change pattern H functions as a presentation that suggests that the possibility of a jackpot game being played is higher than the "icon change notice" of change pattern G.
[0259] In addition, when a change pattern that has been determined to be a "jackpot win" is selected in the jackpot determination, the execution of the "icon change notice" of change pattern J is set to be more likely to be selected than the execution of the "icon change notice" of change pattern I, and the "icon change notice" of change pattern J functions as a presentation that suggests that the possibility of a jackpot game occurring is higher than the "icon change notice" of change pattern I.
[0260] In addition, the jackpot determination is set so that the execution of the "relevant icon change notice" is more likely to be selected when a fluctuation pattern including "SPSP reach" is selected than when a fluctuation pattern not including "SPSP reach" is selected, and the "relevant icon change notice" functions as a presentation suggesting that it is likely to develop into "SPSP reach".
[0261] The selection ratio indicated by the icon change notice selection table 123a3 shown in FIG. 21(C) can be changed as appropriate.
[0262] When the performance control microcomputer 121 executes the "icon change notice," it executes the "icon change notice" in the change pattern selected by the icon change notice selection table 123a3 in the pending performance.
[0263] 28(A) to 28(C) and 29(A) to 29(C) are diagrams showing how the "icon change notice" is performed. When the variable display of the special chart ends and the variable display of the next special chart starts, the special chart change performance according to the variable display of this special chart starts, and the reserved icon HA moves to the icon display area 50e.
[0264] At this time, if the display mode of the reserved icon HA moving to the icon display area 50e is the icon A, as shown in Fig. 28(A), the icon A is displayed as the icon TA in the icon display area 50e. After that, when a "reach" is established after a "normal change" in the special chart change performance, an "N reach" is performed, and when a predetermined time (e.g., 2 seconds) has elapsed from the start of the "N reach", an "icon change announcement" of change pattern G or change pattern H is performed. Note that before the "icon change announcement" of change pattern G or change pattern H is performed, an "icon change teasing announcement" may be performed, but the details of the "icon change teasing announcement" will be described later.
[0265] In the "icon change notice" of change pattern G, as shown in Fig. 28(B), the display mode of the icon TA changes from icon A to icon B, while in the "icon change notice" of change pattern H, as shown in Fig. 28(C), the display mode of the icon TA changes from icon A to icon C. At this time, an effect image G400b indicating that the display mode of the icon TA has changed is displayed near the icon display area 50e, and a sound effect indicating that the display mode of the icon TA has changed is output from the speaker 52. In other words, whether the icon changes from icon A to icon B or from icon A to icon C, the shape of the image of the sun does not change, and only the display color of the image of the sun changes.
[0266] Furthermore, when the display mode of the reserved icon HA moving to the icon display area 50e is the icon D, the icon D is displayed as the icon TA in the icon display area 50e as it is, as shown in Fig. 29(A). After that, when a "reach" is established after a "normal change" in the special chart change performance, an "N reach" is performed, and when a predetermined time (e.g., 2 seconds) has elapsed since the start of the "N reach", a "change announcement of the icon" of change pattern I or change pattern J is made. Note that a "change teasing announcement of the icon" may also be made before the "change announcement of the icon" of change pattern I or change pattern J is made.
[0267] In the "icon change notice" of change pattern I, as shown in FIG. 29(B), the display mode of the icon TA changes from icon D to icon E, while in the "icon change notice" of change pattern J, as shown in FIG. 29(C), the display mode of the icon TA changes from icon D to icon F. At this time, an effect image G400b indicating that the display mode of the icon TA has changed is displayed near the icon display area 50e, and a sound effect indicating that the display mode of the icon TA has changed is output from the speaker 52. In other words, whether the icon D changes to icon E or icon D changes to icon F, the shape and display color of the cloud image do not change, and the text image G302a of "heat" or the text image G302b of "extremely hot" is added to the cloud image.
[0268] The icon TA displayed in the icon display area 50e is displayed in the icon display area 50e even after the icon TA develops into an "SP reach", regardless of the presence or absence of an "icon change notice".
[0269] Next, the "icon change prompting notice" will be specifically described. The performance control microcomputer 121 can execute the "icon change prompting notice" in the "N reach" in the special chart variation performance in which the variation pattern is "SPSP big win variation", "SPSP miss variation", "SP big win variation", and "SP miss variation".
[0270] As shown in Fig. 20, the effect control microcomputer 121 stores the icon change prompting notice selection table 123a4. The effect control microcomputer 121 can select whether to execute the "icon change prompting notice" and the type of effect pattern when the "icon change prompting notice" is executed, using the icon change prompting notice selection table 123a4. There are two types of effect patterns, effect pattern E and effect pattern F.
[0271] Presentation pattern E is a presentation pattern suggesting a successful change in the display mode of the icon TA, and presentation pattern F is a presentation pattern suggesting a failure in the change in the display mode of the icon TA.
[0272] 21(D) is a diagram showing the contents of the icon change prompting selection table 123a4. The performance control microcomputer 121 refers to the type of change pattern and the selection result by the icon change prompting selection table 123a3, and selects whether to execute the "reserved icon change prompting" and the type of performance pattern when the "reserved icon change prompting" is executed.
[0273] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the "relevant icon change announcement" is executed, the execution of the "relevant icon change prompting announcement" in presentation pattern E is selected 50% of the time, and the non-execution of the "relevant icon change prompting announcement" in presentation pattern F is not selected.
[0274] In addition, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the "relevant icon change announcement" is not executed, the execution of the "relevant icon change prompting announcement" in presentation pattern F is selected 20% of the time, and the non-execution of the "relevant icon change prompting announcement" is selected 80%, and the execution of the "relevant icon change prompting announcement" in presentation pattern E is not selected.
[0275] In addition, when the change pattern is "SPSP Miss Change" (THP011) and "The icon change announcement" is executed, the execution of "The icon change teaser announcement" in performance pattern E is selected 50% of the time, and "The icon change teaser announcement" is not selected 50%, and the execution of "The icon change teaser announcement" in performance pattern F is not selected.
[0276] In addition, when the change pattern is "SPSP Miss Change" (THP011) and the "icon change announcement" is not executed, the execution of the "icon change teaser announcement" in performance pattern F is selected at a rate of 5%, and the non-execution of the "icon change teaser announcement" is selected at a rate of 95%, and the execution of the "icon change teaser announcement" in performance pattern E is not selected.
[0277] In addition, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) and the "relevant icon change announcement" is executed, the execution of the "relevant icon change teasing announcement" in presentation pattern E is selected 15% of the time, and the non-execution of the "relevant icon change teasing announcement" is selected 85%, and the execution of the "relevant icon change teasing announcement" in presentation pattern F is not selected.
[0278] In addition, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) and the "relevant icon change announcement" is not executed, the execution of the "relevant icon change teasing announcement" in presentation pattern F is selected 15% of the time, and the non-execution of the "relevant icon change teasing announcement" is selected 85%, and the execution of the "relevant icon change teasing announcement" in presentation pattern E is not selected.
[0279] In addition, when the change pattern is "SP Miss Change" (THP012) and "The icon change announcement" is executed, the execution of "The icon change teaser announcement" in performance pattern E is selected at a rate of 15%, while the non-execution of "The icon change teaser announcement" is selected at a rate of 85%, and the execution of "The icon change teaser announcement" in performance pattern F is not selected.
[0280] In addition, when the change pattern is "SP Miss Change" (THP012) and the "icon change announcement" is not executed, the execution of the "icon change teaser announcement" in performance pattern F is selected 30% of the time, and the non-execution of the "icon change teaser announcement" in performance pattern E is not selected.
[0281] In other words, when determining whether or not a jackpot has been hit, the execution of presentation pattern E's "relevant icon change teasing announcement" is set to be more likely to be selected when a predictive pattern of a fluctuation pattern including "SPSP reach" is selected than when a fluctuation pattern not including "SPSP reach" is selected, and presentation pattern E's "relevant icon change teasing announcement" functions as an announcement that the development into "SPSP reach" is likely.
[0282] In addition, when determining whether a jackpot has occurred, the selection is made more likely to select the execution of presentation pattern F's "relevant icon change prompting announcement" when a variation pattern that does not include "SPSP reach" is selected than when a variation pattern that includes "SPSP reach", and presentation pattern F's "relevant icon change prompting announcement" functions as an announcement that the development into "SPSP reach" is unlikely.
[0283] The selection ratio indicated by the icon change prompting selection table 123a4 shown in FIG. 21(D) can be changed as appropriate.
[0284] When executing the "icon change prompting announcement," the performance control microcomputer 121 executes the "icon change prompting announcement" in the performance pattern selected by the icon change prompting announcement selection table 123a4 during the "N reach" of the special chart change performance.
[0285] 30(A) to 30(C) and 31(A) to 31(C) are diagrams showing how the "icon change teasing notice" is made. When the "N reach" starts in the special chart change performance, the "icon change teasing notice" is made for the icon TA.
[0286] In the "icon change teaser announcement" where the icon TA is icon A, as shown in Fig. 30(A), similar to the above-mentioned "second removal teaser announcement," icon A moves while expanding to the center of the display unit 50a, and icon A is removed from the icon display area 50e. Then, when icon A reaches the second display position 50g on the display unit 50a, a video of icon A rotating is displayed. At this time, pseudo icon GA is not displayed in the icon display area 50e where icon A was displayed.
[0287] Then, when the execution of the "icon change prompting announcement" of presentation pattern E is selected by the icon change prompting announcement selection table 123a4, the rotation of icon A stops, icon A changes to icon B or icon C (icon B in this case), and the "icon change prompting announcement" of presentation pattern E ends, as shown in Figure 30 (B).
[0288] When the “icon change teasing announcement” of presentation pattern E ends, the changed icon B or icon C returns to its original position, and the “icon change announcement” begins, and as described above, the changed icon B or icon C is re-displayed in the icon display area 50e (see Figures 28(B)(C)).
[0289] On the other hand, when the "icon change prompting announcement" of presentation pattern F is selected by the icon change prompting announcement selection table 123a4, as shown in Figure 30 (C), icon A does not change, the rotation of icon A stops, and the "icon change prompting announcement" of presentation pattern F ends.
[0290] When the "icon change teaser" of performance pattern F ends, icon A, which has not changed, returns to its original position and does not transition to the "icon change teaser."
[0291] Furthermore, in the "icon change teaser announcement" where the icon TA is icon D, as shown in FIG. 31(A), similar to the above-mentioned "second removal teaser announcement," the icon D moves while expanding to the center of the display unit 50a, and the icon D is removed from the icon display area 50e. Then, when the icon D reaches the second display position 50g on the display unit 50a, a video of the icon D rotating is displayed. At this time, the pseudo icon GA is not displayed in the icon display area 50e where the icon D was displayed.
[0292] Then, when the execution of the "icon change prompting announcement" of presentation pattern E is selected by the icon change prompting announcement selection table 123a4, the rotation of icon D stops, icon D changes to icon E or icon F (icon E in this case), and the "icon change prompting announcement" of presentation pattern E ends, as shown in Figure 31 (B).
[0293] When the “icon change teasing announcement” of presentation pattern E ends, the changed icon E or icon F returns to its original position, and the “icon change announcement” begins, and as described above, the changed icon E or icon F is re-displayed in the icon display area 50e (see Figures 29(B)(C)).
[0294] On the other hand, when the "icon change prompting announcement" of presentation pattern F is selected by the icon change prompting announcement selection table 123a4, as shown in Figure 31 (C), icon D does not change, the rotation of icon D stops, and the "icon change prompting announcement" of presentation pattern F ends.
[0295] When the "icon change teaser" of performance pattern F ends, icon D, which has not changed, returns to its original position and does not transition to the "icon change teaser."
[0296] <Considerations regarding the first embodiment> The pachinko gaming machine PY1 described in the first embodiment will be considered below.
[0297] First, let us consider the display of the hold icon HA in the "hold icon change prompting notice." In the "hold icon change prompting notice," the hold icon HA displayed in the hold icon display area 50d moves to the first display position 50f or the second display position 50g. At this time, the hold icon HA is no longer displayed in the hold icon display area 50d (see Figures 24 and 25). In other words, in the "hold icon change prompting notice," it can be said that the hold icon HA is erased from the hold icon display area 50d.
[0298] Next, let us consider the display of the icon TA in the "icon change teasing announcement." In the "icon change teasing announcement," the icon TA displayed in the icon display area 50e moves to the second display position 50g. At this time, the icon TA is no longer displayed in the icon display area 50e (see Figures 30 and 31). In other words, in the "icon change teasing announcement," the icon TA is said to be erased from the icon display area 50e.
[0299] Next, the relationship between the probability that the display mode of the reserved icon HA changes due to the "first deletion prompt" of the "reserved icon change prompt" and the probability that the display mode of the reserved icon HA changes due to the "second deletion prompt" of the "reserved icon change prompt" will be considered. The presentation patterns of the "first deletion prompt" and the "second deletion prompt" include presentation pattern A and presentation pattern C, which indicate a successful change in the display mode of the reserved icon HA, and presentation pattern B and presentation pattern D, which indicate a failed change in the display mode of the reserved icon HA. In both the "first deletion prompt" and the "second deletion prompt", the reserved icon HA is deleted from the reserved icon display area 50d, but only in the "second deletion prompt", a pseudo icon GA is displayed in the reserved icon display area 50d. In the "second deletion prompt", the presentation pattern indicating a successful change in the display mode of the reserved icon HA is set to be more likely to be selected than in the "first deletion prompt" (see FIG. 21(B)). In other words, when the hold icon HA is erased from the hold icon display area 50d, the probability that the display mode of the hold icon HA will change is different between when the pseudo icon GA is displayed in the hold icon display area 50d and when the pseudo icon GA is not displayed in the hold icon display area 50d.
[0300] Next, the relationship between the probability that an icon C is displayed as the reserved icon HA when the display of the reserved icon HA starts from the display position A and the probability that an icon F is displayed as the reserved icon HA when the display of the reserved icon HA starts from the display position B will be considered. The display modes of the reserved icon HA include icons C and F, which are likely to be used for a jackpot game, and while icon C appears from the display position A, icon F appears from the display position B (FIG. 19). When the pre-reading judgment is "jackpot winning," the change pattern F, in which icon F is displayed from the beginning, is set to be more likely to be selected than the change pattern C, in which icon C is displayed from the beginning (see FIG. 21(A)). In other words, it can be said that the probability that a reserved icon HA, which is likely to be used for a jackpot game, is displayed when the display of the reserved icon HA starts from the display position A and when the display of the reserved icon HA starts from the display position B is different from each other.
[0301] Next, the relationship between the probability that the display mode of the reserved icon HA changes when the reserved icon HA moves from the display position A to the reserved icon display area 50d and the probability that the display mode of the reserved icon HA changes when the reserved icon HA moves from the display position B to the reserved icon display area 50d will be considered. The display modes of the reserved icon HA include icon A and icon D, and while icon A moves from the display position A to the reserved icon display area 50d, icon D moves from the display position B to the reserved icon display area 50d (FIG. 19). When the pre-reading judgment is "jackpot winning", the change pattern D and change pattern E in which icon D changes to icon E or icon F are set to be more likely to be selected than the change pattern A and change pattern B in which icon A changes to icon B or icon C (see FIG. 21(A)). In other words, it can be said that the probability that the reserved icon HA changes to a display mode in which a jackpot game is likely to be played in the reserved icon display area 50d differs between when the display of the reserved icon HA starts from the display position A and when the display of the reserved icon HA starts from the display position B.
[0302] <Advantages of the First Embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.
[0303] (1) In the "second deletion prompt" as the "reserve icon change prompt," when the reserve icon HA is deleted from the reserve icon display area 50d, a pseudo icon GA is displayed in the display area where the reserve icon HA was displayed. Therefore, by displaying the pseudo icon GA, it is possible for the player to easily grasp the number of reserve icons HA (the number of reserves in special chart 1), thereby increasing the enjoyment of the game.
[0304] (2) In the "second deletion prompt" as the "reserved icon change prompt," even when icon A as the reserved icon HA is deleted from the reserved icon display area 50d, or when icon D as the reserved icon HA is deleted from the reserved icon display area 50d, a pseudo icon GA in the same display mode is displayed in the display area where the reserved icons HA were displayed. Therefore, regardless of whether icon A or icon D has been deleted from the reserved icon display area 50d, the player can be clearly informed of this, thereby making it possible to increase the enjoyment of the game.
[0305] (3) In the "second deletion prompt" as the "reserved icon change prompt," when icon A as the reserved icon HA is deleted from the reserved icon display area 50d, a pseudo icon GA having a display mode different from the display mode of icon A is displayed in the display area where icon A was displayed, thereby making it easy for the player to know that icon A has been deleted from the reserved icon display area 50d, thereby increasing the enjoyment of the game.
[0306] (4) In the "second deletion prompt" as the "reserved icon change prompt," when icon D as the reserved icon HA is deleted from the reserved icon display area 50d, a pseudo icon GA having a display mode different from the display mode of icon D is displayed in the display area where the icon D was displayed, thereby making it easy for the player to know that icon D has been deleted from the reserved icon display area 50d, thereby increasing the enjoyment of the game.
[0307] (5) In the "second deletion prompt" as the "reserved icon change prompt," when the reserved icon HA is deleted from the reserved icon display area 50d, a pseudo icon GA is displayed in the display area where the reserved icon HA was displayed, whereas in the "icon change prompt," when the icon TA is deleted from the icon display area 50e, the pseudo icon GA is not displayed in the icon display area 50e. This makes it possible to prevent excessive presentation and increase the interest in the game.
[0308] (6) In the "second deletion prompting" as the "reserve icon change prompting," when the reserve icon HA is deleted from the reserve icon display area 50d, a pseudo icon GA is displayed in the display area where the reserve icon HA was displayed, whereas in the "first deletion prompting" as the "reserve icon change prompting," when the reserve icon HA is deleted from the reserve icon display area 50d, a pseudo icon GA is not displayed in the display area where the reserve icon HA was displayed. This prevents excessive presentation and makes the game more interesting.
[0309] (7) When a "first deletion prompt" is made as a "reserved icon change prompt," a "reserved icon change prompt" may be made in which icon A as the reserved icon HA is deleted and then displayed again in the reserved icon display area 50d, changing to icon B or icon C, which are likely to result in a jackpot game. Therefore, by deleting icon A from the reserved icon display area 50d, it is possible to suggest that icon A may change (that a jackpot game may be played or the possibility of it becoming more likely), which can increase interest in the game.
[0310] (8) When a "second deletion prompt" is made as a "reserved icon change prompt," a "reserved icon change prompt" may be made in which icon D as the reserved icon HA is changed to icon E or icon F, which indicate a high possibility of a jackpot game being played, when it is deleted and then displayed again in the reserved icon display area 50d. Therefore, by deleting icon D from the reserved icon display area 50d, it is possible to suggest that icon D may change (that a jackpot game may be played or the possibility of it becoming more likely), which can increase the interest of the game.
[0311] (9) In the "reserved icon change prompting", when the pseudo icon GA is not displayed in the reserved icon display area 50d (when the "first elimination prompting" is made), the probability that the display mode of the reserved icon HA will change (the probability that a "reserved icon change prompting" will be made in which icon A changes to icon B or icon C) is different from the probability that the display mode of the reserved icon HA will change when the pseudo icon GA is displayed in the reserved icon display area 50d (when the "second elimination prompting" is made) (the probability that a "reserved icon change prompting" will be made in which icon D changes to icon E or icon F). Therefore, depending on whether the pseudo icon GA is displayed or not, it is possible to suggest the possibility that the display mode of the reserved icon HA will change, which makes the game more interesting.
[0312] (10) In the “hold effect” when a special chart 1 hold is stored by a game ball entering the first starting hole 11, the hold icon HA representing the number of special chart 1 holds sometimes appears from display position A and is displayed in the hold icon display area 50d, and sometimes appears from display position B and is displayed in the hold icon display area 50d. This makes it possible to diversify the display of the hold icon HA, thereby increasing the interest in the game.
[0313] (11) In the "hold performance" when the special chart 1 hold is stored by the game ball entering the first starting hole 11, when the hold icon HA representing the number of special chart 1 holds appears from display position A, the probability that the hold icon HA representing the number of special chart 1 holds will appear, which indicates a high probability of a jackpot game being played (the probability that a "hold icon change notice" in which icon C is displayed from the beginning will be made) is different from the probability that the hold icon HA representing the number of special chart 1 holds will appear from display position B, which indicates a high probability of a jackpot game being played (the probability that a "hold icon change notice" in which icon F is displayed from the beginning will be made). Therefore, depending on the position at which the hold icon HA appears, it is possible to suggest the possibility that the hold icon HA representing the high probability of a jackpot game being played will appear, which makes it possible to increase the interest in the game.
[0314] (12) In the "hold effect" when the game ball enters the first starting hole 11 and the special 1 hold is stored, when the hold icon HA representing the number of the special 1 hold appears from the display position A and moves to the hold icon display area 50d, the probability that the hold icon HA will change to a display state in which a jackpot game is likely to be played (the probability that a "hold icon change notice" in which icon A changes to icon B or icon C will be made) is different from the probability that the hold icon HA representing the number of the special 1 hold will change to a display state in which a jackpot game is likely to be played (the probability that a "hold icon change notice" in which icon D changes to icon E or icon F will be made) when the hold icon HA representing the number of the special 1 hold appears from the display position B and moves to the hold icon display area 50d. Therefore, depending on the position where the hold icon HA appears, it is possible to suggest the possibility that it will change to a hold icon HA in which a jackpot game is likely to be played, which makes it possible to increase the interest of the game.
[0315] <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.
[0316] In the first embodiment, the "reserve icon change notice" and the "reserve icon change teaser notice" are executed for the reserve icon HA corresponding to the special chart 1 reserve stored by the entry of a game ball into the first starting hole 11, but they may also be executed for the reserve icon HA corresponding to the special chart 2 reserve stored by the entry of a game ball into the second starting hole 12.
[0317] In addition, in the first embodiment, the "icon change notice" and the "icon change teaser notice" are executed for the icon TA displayed upon consumption of the reserved special chart 1, but they may also be executed for the icon TA displayed upon consumption of the reserved special chart 2.
[0318] In the first embodiment, the hold icon HA is moved from the hold icon display area 50d to the first display position 50f or the second display position 50g in the "hold icon change teasing notice", but the hold icon HA does not have to move to the first display position 50f or the second display position 50g as long as it is erased from the hold icon display area 50d. For example, the hold icon HA itself may be erased so that the hold icon HA is not displayed at any position on the display unit 50a.
[0319] In the first embodiment, the icon TA is moved from the icon display area 50e to the second display position 50g in the "icon change teasing notice", but the icon TA does not have to move to the second display position 50g as long as it is erased from the icon display area 50e. For example, the icon TA itself may be erased so that the icon TA is not displayed at any position on the display unit 50a.
[0320] In the first embodiment, the reserved icon HA has two shapes, icon A, icon B, and icon C including a sun-shaped image, and icon D, icon E, and icon F including a cloud-shaped image, but it may have three or more shapes. In this case, it is preferable that the same pseudo icon GA is displayed regardless of the shape of the reserved icon HA that is erased from the reserved icon display area 50d in the "second deletion prompt" as the "reserved icon change prompt."
[0321] In addition, in the first embodiment, the pseudo icon GA has a display mode different from the display mode of any of the hold icons HA, but the pseudo icon GA and the hold icon HA may have the same display mode.
[0322] In the first embodiment, when the game ball enters the first starting hole 11, the reserved icon HA is displayed in the reserved icon display area 50d, but other icons may be displayed in a predetermined area of the display unit 50a in place of or in addition to the reserved icon HA. In this case, it is preferable that the pseudo icon GA is displayed in the predetermined area in response to the other icon being erased from the predetermined area in the "reserved icon change teasing notice".
[0323] In the first embodiment, when the reserved icon HA moves from the reserved icon display area 50d to the first display position 50f or the second display position 50g due to the "reserved icon change prompting notice", the reserved icon HA is returned to the reserved icon display area 50d at the end of the "reserved icon change prompting notice", but the timing at which the reserved icon HA at the first display position 50f or the second display position 50g returns to the reserved icon display area 50d does not have to be the end of the "reserved icon change prompting notice". For example, after the end of the "reserved icon change prompting notice", the reserved icon HA may be returned to the reserved icon display area 50d at the timing when the reserved icon HA shifts due to the consumption of the special chart 1 reservation.
[0324] In the first embodiment, when the icon TA moves from the icon display area 50e to the second display position 50g due to the "icon change prompting announcement", the icon TA is returned to the icon display area 50e at the end of the "icon change prompting announcement", but the timing at which the icon TA at the second display position 50g returns to the icon display area 50e does not have to be the end of the "icon change prompting announcement". For example, the icon TA may be returned to the icon display area 50e at the timing when the "icon change prompting announcement" develops from "N reach" to "SP reach" after the end of the "icon change prompting announcement".
[0325] Furthermore, in the first embodiment, when a "hold icon change teasing announcement" of presentation pattern A or presentation pattern C is performed, which suggests a successful change in the display mode of the hold icon HA, the display mode of the hold icon HA is changed just before the hold icon HA returns to the hold icon display area 50d from the first display position 50f or the second display position 50g, but the display mode of the hold icon HA may also be changed just before the hold icon HA returns to the hold icon display area 50d from the first display position 50f or the second display position 50g.
[0326] Furthermore, in the first embodiment, when the "icon change teasing announcement" of presentation pattern E, which suggests a successful change in the display mode of the icon TA, is performed, the display mode of the icon TA is changed just before the icon TA returns from the second display position 50g to the icon display area 50e, but the display mode of the icon TA may also be changed just after the icon TA returns from the second display position 50g to the icon display area 50e.
[0327] In the first embodiment, the "icon change teasing notice" and the "icon change notice" are executed in the "N reach" in the special chart change performance, but they may be executed in other performances. For example, the "icon change teasing notice" and the "icon change notice" may be executed in the "normal change" in the special chart change performance.
[0328] In the first embodiment, in the "first deletion prompt" as the "pending icon change prompt", the pending icon HA moves from the pending icon display area 50d to the first display position 50f, and in the "second deletion prompt" as the "pending icon change prompt", the pending icon HA moves from the pending icon display area 50d to the second display position 50g, but the pending icon HA may move to a position different from the first display position 50f or the second display position 50g. In this case, it is preferable to make the movement distance of the pending icon HA longer in the "second deletion prompt" than in the "first deletion prompt".
[0329] In addition, in the first embodiment, when icon A or icon C is displayed as the hold icon HA, both icons A and C are made to appear from display position A, and when icon D or icon F is displayed as the hold icon HA, both icons D and F are made to appear from display position B, but the appearance position of icon A or icon C and the appearance position of icon D or icon F may be different as long as they are different, and are not limited to display position A and display position B.
[0330] In addition, in the first embodiment, in the ``pending icon change teasing notice,'' the probability that the display mode of the pending icon HA will change is higher when the pseudo icon GA is displayed in the pending icon display area 50d than when the pseudo icon GA is not displayed in the pending icon display area 50d, but it is also possible to make the probability that the display mode of the pending icon HA will change lower when the pseudo icon GA is displayed in the pending icon display area 50d than when the pseudo icon GA is not displayed in the pending icon display area 50d.
[0331] In addition, in the first embodiment, in the ``hold performance'', the probability of a hold icon HA which is more likely to result in a jackpot game being displayed is higher when the hold icon HA starts to be displayed from display position B than when the hold icon HA starts to be displayed from display position A, but it is also possible to make it lower the probability of a hold icon HA which is more likely to result in a jackpot game being displayed when the hold icon HA starts to be displayed from display position B than when the hold icon HA starts to be displayed from display position A.
[0332] In addition, in the first embodiment, in the "hold effect", the probability that the hold icon HA that has moved to the hold icon display area 50d will change to a display mode that makes it more likely that a jackpot game will be played is higher when the display of the hold icon HA starts from display position B than when the display of the hold icon HA starts from display position A. However, it is also possible to make it lower the probability that the hold icon HA that has moved to the hold icon display area 50d will change to a display mode that makes it more likely that a jackpot game will be played when the display of the hold icon HA starts from display position B than when the display of the hold icon HA starts from display position A.
[0333] In the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state", but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state". For example, in the "high probability low base game state", a background including an image suggesting a high probability state may be displayed.
[0334] In the basic embodiment, only the performance patterns EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed on the display unit 50a in parallel with the performance patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the performance patterns EZ1, EZ2, and EZ3.
[0335] In the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed on a display device other than the image display device 50 in parallel with the performance symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may be made to flash during the variable display of the performance symbols EZ1, EZ2, and EZ3.
[0336] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed. However, the first special chart and the second special chart may be variably displayed at the same time.
[0337] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.
[0338] In addition, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).
[0339] <The invention disclosed in the first embodiment> The following inventions A to E have been disclosed up to the preceding paragraph in this [Mode for carrying out the invention]. In the explanation of inventions A to E, 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 A3 below, invention B is a general term for inventions B1 to B2 below, invention C is a general term for inventions C1 to C3 below, invention D is a general term for inventions D1 to D2 below, and invention E is a general term for inventions E1 to E2 below.
[0340] The gaming machine according to the invention A1 is A storage means for storing the right to receive a judgment (jackpot judgment) as to whether or not a special game state (jackpot game state, time-saving state, high probability state) advantageous to the player is to be set; A performance execution means (performance control microcomputer 121) that executes a performance using a predetermined display means (image display device 50), The performance execution means includes: When the right is stored in the storage means, a predetermined icon (a reserved icon HA) can be displayed in an icon display area (a reserved icon display area 50d) of the display means, the predetermined icon may be erased from the icon display area; When the predetermined icon is erased from the icon display area, a pseudo icon (pseudo icon GA) indicating that the predetermined icon was displayed may be displayed in the icon display area. It is characterized by:
[0341] The gaming machine according to the invention A2 is A gaming machine according to the invention A1, The performance execution means includes: As the predetermined icon, there are a case where a first icon (icon A (image in the shape of a sun)) is displayed in the icon display area, and a case where a second icon (icon D (image in the shape of a cloud)) different from the first icon is displayed in the icon display area, Even if either the first icon or the second icon is erased from the icon display area, the same pseudo icon (a spherical image) is displayed. It is characterized by:
[0342] The gaming machine according to the invention A3 is A gaming machine according to invention A1 or invention A2, The predetermined icon and the pseudo icon have different display modes. It is characterized by:
[0343] The gaming machine according to the invention B1 is A determination means for determining whether or not to set a special game state (jackpot game state, time-saving state, high probability state) advantageous to a player (jackpot determination); A performance execution means (performance control microcomputer 121) that executes a performance using a predetermined display means (image display device 50), The performance execution means includes: A first icon (reserved icon HA) indicating that the right to make the judgment has been stored can be displayed in a first display area (reserved icon display area 50d) of the display means, and a second icon (respective icon TA) indicating that the judgment has been made can be displayed in a second display area (respective icon display area 50e) of the display means; a time for erasing the first icon from the first display area and a time for erasing the second icon from the second display area; When the first icon is erased from the first display area, a predetermined pseudo icon (pseudo icon GA) may be displayed in the first display area. It is characterized by:
[0344] The gaming machine according to the invention B2 is A gaming machine according to the invention B1, The performance execution means includes: When the second icon is erased from the second display area, the pseudo icon is not displayed in the second display area. It is characterized by:
[0345] The gaming machine according to the invention C1 is A winning hole (first starting hole 11) for determining whether or not to put the player into a special game state (jackpot game state, time-saving state, high probability state) advantageous to the player (jackpot determination), A performance execution means (performance control microcomputer 121) that executes a performance using a predetermined display means (image display device 50), The performance execution means includes: In response to the game ball entering the winning hole, a predetermined icon (a reserved icon HA) can be displayed in the icon display area (a reserved icon display area 50d), the predetermined icon may be erased from the icon display area; When the predetermined icon is erased from the icon display area, a pseudo icon (pseudo icon GA) indicating that the predetermined icon was displayed may or may not be displayed in the icon display area. It is characterized by:
[0346] The gaming machine according to the invention C2 is A gaming machine according to the invention C1, The performance execution means includes: When the predetermined icon is erased from the icon display area, the predetermined icon may be redisplayed in the icon display area at a predetermined timing (after the end of the pending icon change promotion notice), When the predetermined icon is redisplayed in the icon display area, the display mode of the predetermined icon may be changed to a specific display mode (icon B, icon C, icon E, icon F) that suggests that there is a high possibility of entering the special game state. It is characterized by:
[0347] The gaming machine according to the invention C3 is A gaming machine according to invention C2, a probability that the display mode of the predetermined icon is changed to the specific display mode differs between a case where the pseudo icon is displayed and a case where the pseudo icon is not displayed when the predetermined icon is erased from the icon display area; It is characterized by:
[0348] The gaming machine according to the invention D1 is A storage means for storing the right to receive a judgment (jackpot judgment) as to whether or not a special game state (jackpot game state, time-saving state, high probability state) advantageous to the player is to be set; A performance execution means (performance control microcomputer 121) that executes a performance using a predetermined display means (image display device 50), The performance execution means includes: When the right is stored in the storage means, it is possible to start displaying a predetermined icon (a hold icon HA) from a predetermined position on the display means, The predetermined position includes a first position (display position A) and a second position (display position B). It is characterized by:
[0349] The gaming machine according to invention D2 is A gaming machine according to the invention D1, The display mode of the predetermined icon includes a specific display mode (icon B, icon C, icon E, icon F) that indicates a high possibility of entering the special game state, a probability that the predetermined icon in the specific display mode will be displayed differs between when the display of the predetermined icon starts from the first position and when the display of the predetermined icon starts from the second position; It is characterized by:
[0350] The gaming machine according to the invention E1 is A storage means for storing the right to receive a judgment (jackpot judgment) as to whether or not a special game state (jackpot game state, time-saving state, high probability state) advantageous to the player is to be set; A performance execution means (performance control microcomputer 121) that executes a performance using a predetermined display means (image display device 50), The performance execution means includes: When the right is stored in the storage means, a predetermined icon (a hold icon HA) is displayed at a predetermined position on the display means, and then the predetermined icon can be moved to a specific position on the display means (a hold icon display area 50d); The predetermined position includes a first position (display position A) and a second position (display position B). It is characterized by:
[0351] The gaming machine according to the invention E2 is A gaming machine according to the invention E1, The performance execution means includes: After the predetermined icon is moved to the specific position, the display mode of the predetermined icon may be changed to a specific display mode (icon B, icon C, icon E, icon F) indicating that there is a high possibility of entering the special game state, a probability that the display mode of the predetermined icon changes to the specific display mode when the predetermined icon is moved from the first position to the specific position and a probability that the display mode of the predetermined icon changes to the specific display mode when the predetermined icon is moved from the second position to the specific position are different from each other; It is characterized by: [Explanation of symbols]
[0352] 50...Image display device 50a...Display section 50e…Pending icon display area 50e...Icon display area 101...Game control microcomputer 121...Performance control microcomputer GA…pseudo icon HA...Hold icon TA…the icon
Claims
[Claim 1] a prize slot for determining whether or not to put a player into a special game state advantageous to the player; A performance execution means for executing a performance using a predetermined display means, The performance execution means includes: In response to the game ball entering the winning hole, a predetermined icon can be displayed in the icon display area, The predetermined icon may be erased from the icon display area. A gaming machine characterized by:
Citation Information
Patent Citations
Pinball game machine
JP2017131646A