Game machine

The gaming machine addresses the lack of engagement in existing gaming machines by dynamically changing sound volume based on player interactions during special game states, thereby enhancing player enjoyment.

JP2025012836AInactive Publication Date: 2025-01-24SANSEI R&D KK
View PDF 8 Cites 0 Cited by

Patent Information

Application Number
JP2023115965
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-14
Publication Date
2025-01-24
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack mechanisms to enhance player engagement and enjoyment through dynamic sound volume adjustments during special game states.

Method used

The gaming machine includes a game control system that can change the sound volume based on predetermined conditions, with separate suggestion effects for special game states, allowing players to perform operations that alter sound volume dynamically.

Benefits of technology

This enhances player interest and engagement by providing interactive sound volume changes during special game states, increasing the overall enjoyment of the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025012836000001_ABST
    Figure 2025012836000001_ABST
Patent Text Reader

Abstract

To enhance game amusement.SOLUTION: A Pachinko game machine PY1 includes a game control microcomputer 101 that can control the game state to a big winning game state on the basis of the satisfaction of a predetermined condition, and a performance control microcomputer 121 that can execute a predetermined performance. The performance control microcomputer 121 can execute a mini character advance notification suggesting the possibility of being controlled to a big winning game state, can execute a LOGO background advance notification suggesting the possibility of being controlled to the big winning game state, can change the effect sound volume of the mini character advance notification which is generated in the mini character advance notification when a right-left button 42A is pressed down, and does not change the effect sound volume of the LOGO background advance notification which is generated in the LOGO background advance notification when a right-left button 42 is pressed down.SELECTED DRAWING: Figure 53
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] As an example of a gaming machine, a pachinko gaming machine is provided with a speaker or the like capable of outputting gaming sounds from the main body of the pachinko gaming machine.

[0003] For example, in the pachinko gaming machine of Patent Document 1 below, a volume change button that can be operated by the player is provided on the front frame of the gaming machine frame, and based on operation of the volume change button, the volume can be changed to a value different from the currently set volume, and the gaming sound at the changed volume is output from a speaker, etc. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2015-092973 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, for gaming machines capable of changing the volume, such as the pachinko gaming machine of Patent Document 1, there is room for improvement to increase interest in the game. [Means for solving the problem]

[0006] The gaming machine of the present invention is a game control means capable of controlling a special game state advantageous to a player based on the establishment of a predetermined condition; In a gaming machine having a performance control means capable of controlling a predetermined performance, The performance control means includes: A first suggestion effect is made executable, which suggests the possibility of being controlled to the special game state; A second suggestion effect is made executable, which suggests the possibility of being controlled to the special game state; When a predetermined operation is performed by a player, the volume of the sound generated in the first suggestion performance is changeable; This gaming machine is characterized in that when the specified operation is performed, the volume of the sound produced in the second suggestive performance is not changed. Effect of the Invention

[0007] According to the present invention, it is possible to increase interest in games. [Brief description of the drawings]

[0008] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Diagram 5] 1A is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and FIG. 1B is a front view of the performance unit when the above-board movable device and the below-board movable device are in operation. [Figure 6] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Figure 8] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 9] (A) is a winning determination table, (B) is a general game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 10] (A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 11] This is a table for determining the fluctuation pattern of Special Chart 1. [Figure 12]This is a table for determining the fluctuation pattern of special chart 2. [Figure 13] This is a look-ahead determination table. [Figure 14] This is a jackpot game control table. [Figure 15] FIG. [Figure 16] FIG. 2 is an explanatory diagram showing specific examples of presentation modes. [Figure 17] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 18] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 19] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 20] An explanatory diagram showing a specific example of a hold effect. [Figure 21] An explanatory diagram showing a specific example of a movable object performance. [Figure 22] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Diagram 23] 4 is a flowchart of a main control process. [Figure 24] 13 is a flowchart of a main-side timer interrupt process. [Diagram 25] 13 is a flowchart of a sub-control main process. [Figure 26] 13 is a flowchart of a 1 ms timer interrupt process. [Figure 27] 13 is a flowchart of a 10 ms timer interrupt process. [Figure 28] 1 is a perspective view of a gaming machine according to a first embodiment. [Figure 29] FIG. 1 is a front view of a gaming machine according to a first embodiment. [Diagram 30] A plan view of the lower decorative body of the gaming machine of the first embodiment. [Diagram 31] FIG. 2 is a perspective view of a second normal button (hemispheric button unit) in the first embodiment. [Diagram 32] FIG. 2 is a block diagram showing the electrical configuration of a sub-control board side of the first embodiment. [Diagram 33]1 is a jackpot game control table according to the first embodiment. [Diagram 34] (A) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the time-saving state and a jackpot in the first embodiment, (B) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the non-time-saving state and a miss with a reach in the first embodiment, and (C) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the non-time-saving state and a miss without a reach in the first embodiment. [Diagram 35] 3A to 3C are diagrams illustrating a volume image area and a light quantity image area in the first embodiment. [Diagram 36] 13A to 13E are diagrams showing how a volume image is displayed, and 13F to 13J are diagrams showing how a light intensity image is displayed. [Figure 37] A figure showing how a volume image is displayed when the special chart change display of the first embodiment is being performed. [Figure 38] A figure showing how a volume image is displayed when the special chart change display of the first embodiment is being performed. [Figure 39] A figure showing how a light quantity image is displayed when the special chart variation display of the first embodiment is being performed. [Diagram 40] A figure showing how a light quantity image is displayed when the special chart variation display of the first embodiment is being performed. [Diagram 41] A figure showing how a volume image and a light intensity image are displayed when the special chart variation display of the first embodiment is being performed. [Diagram 42] This is a timing chart showing the execution timing of the mini character preview and the execution timing of the LOGO background preview in the first embodiment. [Diagram 43] A figure to explain the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Diagram 44] A figure to explain the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Diagram 45]A figure to explain the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 46] A figure to explain the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 47] A figure to explain the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 48] A figure to explain the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect in the first embodiment. [Figure 49] A figure showing how a mini-character announcement is executed in the special chart change performance of the first embodiment. [Figure 50] A figure showing how a mini-character announcement is executed in the special chart change performance of the first embodiment. [Figure 51] This figure shows how the LOGO background announcement is executed during the special chart change performance in the first embodiment. [Figure 52] This figure shows how the LOGO background announcement is executed during the special chart change performance in the first embodiment. [Figure 53] This figure shows how the mini character preview and LOGO background preview are executed in the special chart change performance of the first embodiment. [Figure 54] 11 is a flowchart of a received command analysis process according to the first embodiment. [Figure 55] 13 is a flowchart of the variable performance start processing in the first embodiment. [Figure 56] This is a mini-character prediction lottery table based on the special chart 1 fluctuation pattern in the non-time-saving state. [Figure 57] This is a LOGO background prediction lottery table based on the special chart 1 variation pattern in the non-time-saving state. [Figure 58] 13A is a big win determination table according to the second embodiment, FIG. 13B is a big win symbol type determination table according to the second embodiment, and FIG. 13C is a reach determination table according to the second embodiment. [Figure 59]13 is a jackpot game control table according to the second embodiment. [Figure 60] (A) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the time-saving state and a jackpot in the second embodiment, (B) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the non-time-saving state and a miss with a reach in the second embodiment, and (C) is a table showing the allocation rate of the special chart 1 fluctuation pattern selected in the case of the non-time-saving state and a miss without a reach in the second embodiment. [Figure 61] 13 is a timing chart showing the emission of light from a second frame lamp and a light source unit according to the second embodiment. [Figure 62] 13 is a timing chart showing the emission of light from a second frame lamp and a light source unit according to the second embodiment. [Figure 63] 13 is a timing chart showing the emission of light from a second frame lamp and a light source unit according to the second embodiment. [Figure 64] A figure showing how the big win confirmation effect of the second embodiment is executed. [Figure 65] FIG. 13 is a diagram showing how the big win game presentation of the second embodiment is executed. [Figure 66] A figure showing how the special chart change performance of the second embodiment is executed. [Figure 67] FIG. 13 is a diagram showing how the big win game presentation of the second embodiment is executed. [Figure 68] FIG. 13 is a diagram showing how the big win game presentation of the second embodiment is executed. [Figure 69] A figure showing how the revival performance of the second embodiment is executed. [Figure 70] 13 is a flowchart of a received command analysis process according to the second embodiment. [Figure 71] 13 is a flowchart of the round effect selection process in the second embodiment. [Figure 72] 13 is a flowchart of an ending effect selection process according to the second embodiment. [Figure 73] This is a lottery table for determining a jackpot based on the special chart 1 fluctuation pattern in the non-time-saving state of the second embodiment. [Figure 74]This is a round performance selection lottery table when the probability variation performance mode of the second embodiment is set. [Figure 75] This is an ending performance selection lottery table when the probability variation performance mode of the second embodiment is set. [Figure 76] FIG. 11 is a vertical cross-sectional view of a game board according to a third embodiment. [Figure 77] FIG. 77 is a perspective view showing the transmissive liquid crystal image display device and the rear image display device of the third embodiment shown in FIG. 76. [Figure 78] FIG. 78 is an exploded perspective view of the transmissive liquid crystal image display device of the third embodiment shown in FIG. 77. [Figure 79] (A) is a diagram showing a daytime normal background image being displayed on the rear image display device when no performance image is being displayed on the transmissive LCD image display device of the third embodiment, and (B) is a diagram showing a daytime normal background image being displayed on the rear image display device when a blackout image is being displayed on the transmissive LCD image display device of the third embodiment. [Figure 80] FIG. 11 is a block diagram showing the electrical configuration of a sub-control board according to a third embodiment. [Figure 81] 13 is a flowchart of a special operation process according to a third embodiment. [Figure 82] 13 is a flowchart of a special symbol waiting process in the third embodiment. [Figure 83] 13 is a flowchart of a 10 ms timer interrupt process according to the third embodiment. [Figure 84] 13 is a flowchart of a table creation process according to a third embodiment. [Figure 85] (A) is an excerpt from a distribution table for mini-character announcements corresponding to N miss fluctuations and N jackpot fluctuations in the third embodiment, (B) is an excerpt from a distribution table for mini-character announcements corresponding to L miss fluctuations and L jackpot fluctuations in the third embodiment, and (C) is an excerpt from a distribution table for mini-character announcements corresponding to SP miss fluctuations and SP jackpot fluctuations in the third embodiment. [Figure 86](A) is an excerpt from a distribution table of LOGO background announcements corresponding to N miss fluctuations and N jackpot fluctuations in the third embodiment, (B) is an excerpt from a distribution table of LOGO background announcements corresponding to L miss fluctuations and L jackpot fluctuations in the third embodiment, and (C) is an excerpt from a distribution table of LOGO background announcements corresponding to SP miss fluctuations and SP jackpot fluctuations in the third embodiment. [Figure 87] 13 is a flowchart of a performance setting process according to a third embodiment. [Figure 88] 13 is a flowchart of the preview performance selection process in the third embodiment. [Figure 89] 13 is a flowchart of the preview performance selection process in the third embodiment. [Figure 90] (A) is the first normal button operation effect lottery table of the third embodiment, (B) is the second normal button operation effect lottery table of the third embodiment, and (C) is the special button operation effect lottery table of the third embodiment. [Figure 91] A figure showing how the performance settings are made in the special chart change performance of the third embodiment. [Figure 92] A figure showing how a mini-character announcement is executed in the special chart change performance of the third embodiment. [Figure 93] A figure showing how the LOGO background announcement is executed in the special chart change performance of the third embodiment. [Figure 94] A figure showing the period during which the preview performance can be set and the button operation valid period in the third embodiment. [Figure 95] A figure showing the period during which the preview performance can be set and the button operation valid period in the third embodiment. [Figure 96] A figure showing the period during which the preview performance can be set and the button operation valid period in the third embodiment. [Figure 97] A figure showing the period during which the preview performance can be set and the button operation valid period in the third embodiment. [Figure 98] A figure showing how the operation presentation is executed in the special chart change presentation of the third embodiment. [Figure 99]A figure showing how the operation presentation is executed in the special chart change presentation of the third embodiment. [Figure 100] A figure showing how the operation presentation is executed in the special chart change presentation of the third embodiment. [Figure 101] FIG. 13 is a diagram showing how effect settings are made in the automatic button mode in the fourth embodiment. [Figure 102] 13 is a flowchart of a performance setting process according to a fourth embodiment. [Figure 103] A figure showing the period during which the preview performance can be set and the valid period for button operation in the fourth embodiment. [Figure 104] A figure showing the period during which the preview performance can be set and the valid period for button operation in the fourth embodiment. [Figure 105] A figure showing the period during which the preview performance can be set and the valid period for button operation in the fourth embodiment. [Fig. 106] A figure showing how the performance settings are made in the special chart change performance of the fourth embodiment. [Figure 107] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. [Figure 108] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. [Fig. 109] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. [Figure 110] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. [Figure 111] A figure showing how the operation presentation is executed in the special chart change presentation of the fourth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, the basic embodiment of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no contradiction occurs in the process contents.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0046] In the pachinko game machine PY1, if the variable display of the special chart is not performed immediately after the game ball enters the first start port 11 or the second start port 12, specifically, if a prize is won during the execution of the variable display of the special chart or during the execution of a jackpot game, the variable display of the special chart (or the right to draw a special chart) for the prize can be reserved. Note that, when a game ball enters the first start port 11 or the second start port 12, various random numbers (an example of numerical information or judgment information) for performing the special chart lottery, etc., are acquired, which corresponds to the "predetermined condition." The special chart reservation stored in the special chart reservation storage unit 105 is consumed when the variable display of the special chart based on the special chart reservation becomes possible. In other words, the consumption of the special chart reservation means determining the special chart-related random numbers, etc. corresponding to the special chart reservation and executing the variable display of the special chart to show the judgment result.

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

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

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

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

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

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

[0053] The image display device 50 is equipped with a display unit 50a (display unit) that is configured with, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, or the like, and is capable of displaying patterns and the like.

[0054] The above-board movable device 55 is disposed forward of the display unit 50a, is movable along the display unit 50a, and includes a decorated above-board movable body 55k. The below-board movable device 56 is disposed forward of the display unit 50a, is movable along the display unit 50a, and includes a decorated below-board movable body 56k.

[0055] FIG. 5(A) shows a schematic diagram of the state in which the on-board movable body 55k and the under-board movable body 56k are held in a normal standby state (initial position) in which they are not in operation. When the drive source of the on-board movable device 55 is driven, the on-board movable body 55k moves downward (descends), and when the drive source of the under-board movable device 56 is driven, the under-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered on-board movable body 55k or the raised under-board movable body 56k, making it difficult to see the image display device 50. In the basic embodiment, the drive sources of the movable devices 55, 56, and 58 are driven, and the movable sounds (e.g., clatter) generated by the movement of each movable body can be recognized by hearing. In the basic embodiment, a vibration motor is provided in an operable input device (normal button 40, special button 41, etc.), and the vibration motor is driven and collides with a vibration motor housing that houses the vibration motor, causing the input device (normal button 40, special button 41, etc.) to vibrate (not shown). It is also possible to recognize the vibration sound generated by the vibration of the input device (normal button 40, special button 41, etc.) through hearing. The movable sound in the basic embodiment includes the vibration sound generated by the vibration motor being driven and causing the input device (normal button 40, special button 41, etc.) to vibrate.

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

[0057] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be described based on Fig. 6 to Fig. 7. As shown in Fig. 6 to Fig. 7, the pachinko game machine PY1 includes a game control board (hereinafter referred to as "main control board") 100 that controls game profits such as special chart lottery, variable display of special chart, big win game, setting of game state described later, regular chart lottery, variable display of regular chart, and auxiliary game (game progress), a performance control board (hereinafter referred to as "sub control board") 120 that controls performances such as game performances (special chart variable performances (judgment result suggestion performances), hold performances, and big win game performances) according to the progress of the game by the main control board 100, customer waiting performances, and operation promotion performances that encourage operation during a period when the operation of the normal button 40 or the special button 41 is valid (operation valid period), and a payout control board 170 that controls payout of game balls, etc., on the rear side of the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit that controls the game. The sub-control board 120 can be positioned as a performance control unit that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161 described later. The performance control unit only needs to have at least the sub-control board 120 and be capable of controlling game performance, customer waiting performance, and operation promotion performance using performance means (image display device 50, speaker 52 (output means), frame lamp 53, board lamp 54, movable devices 55, 56, etc.).

[0058] The pachinko game machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a backup power circuit 192. When power is not supplied to the pachinko game machine PY1, the backup power circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. A power switch 191 is also connected to the power supply board 190. The power supply is switched between on and off by turning the power switch 191 ON or OFF. In addition, a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.

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

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

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

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

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

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

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

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

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

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

[0069] Furthermore, the main control board 100 transmits various commands, including information related to the game, to the sub-control board 120 according to the progress of the game. The sub-control board 120 can grasp the progress of the game (control contents of the game) by the main control board 100 based on the various commands sent from the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that allows only the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 100 and the sub-control board 120 as a communication direction restricting means.

[0070] 7, a one-chip microcomputer for performance control (hereinafter referred to as "microcomputer for performance control") 121 that controls the performance of the pachinko game machine PY1 according to a program is mounted on the sub-control board 120. The microcomputer for performance control 121 (performance control means) includes a ROM for performance 123 that stores programs for controlling the performance in accordance with the progress of the game by the main control board 100, a RAM for performance 124 used as a work memory, and a CPU for performance 122 that executes the programs stored in the ROM for performance 123.

[0071] In addition, the performance ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, 1 ms timer interrupt processing, 10 ms timer interrupt processing, etc., which will be described later. The performance ROM 123 may be external.

[0072] In addition, the sub-control board 120 is equipped with a performance I / O port unit 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time (date and time). When power is supplied to the pachinko game machine PY1 from a predetermined island power supply device (not shown), the RTC 139 operates on the power, and when power is not supplied from the island power supply device, the RTC 139 operates on the power supplied from a backup power circuit 192 provided in the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. A backup power circuit for the RTC 139 may be provided in the sub-control board 120. A circuit including a capacitor and an internal battery (such as a button battery) can be used as the backup power circuit.

[0073] An image control board 140 is connected to the sub-control board 120. The performance control microcomputer 121 of the sub-control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a two-way communication connection that allows both transmission of signals from the sub-control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the sub-control board 120.

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

[0075] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately synthesizes the displayed image data and draws an image in a frame buffer in the VRAM 146. The image drawn in the frame buffer is then output to the image display device 50 as an RGB signal. As a result, various performance images are displayed on the display unit 50a.

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

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

[0078] Audio data such as sound output from speaker 52 is stored in performance ROM 123 of sub-control board 120. Note that audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. Furthermore, in this case, a ROM may be mounted on the board and audio data may be stored in the ROM. Speaker 52 may also be connected to image control board 140 and audio control may be executed by image CPU 141 of image control board 140. Furthermore, in this case, audio data may be stored in image ROM 142 of image control board 140.

[0079] The sub-control board 120 is also connected to various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. The sub-control board 120 also controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100.

[0080] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects that the normal button 40 has been pressed. The special button detection switch 41a detects that the special button 41 has been pressed. Each detection switch 40a, 41a outputs a signal according to the detection content to the sub-control board 120. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.

[0081] The various actuators SA connected to the sub-control board 120 include motors that drive the above-board movable device 55, below-board movable device 56, frame movable device 58, input devices (normal buttons 40, special buttons 41, etc.), and can drive the motors to cause each movable device to perform a specified operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within the range that does not interfere with the game.

[0082] The various lamps SL connected to the sub-control board 120 include a frame lamp 53, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, the emitted color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.

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

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

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

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

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

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

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

[0090] In each normal map variation pattern determination table, a normal map variation pattern, which is the result of the normal map variation pattern determination, is stored for each normal map to be stopped. That is, the pachinko game machine PY1 can make the normal map variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal map when a losing normal map (losing normal map) is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 30 seconds is determined. Also, in the time-saving state, for the variable display of the normal map when a losing normal map is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map variation pattern with a normal map variation time of, for example, 5 seconds is determined. The variable display of the normal map with the normal map variation time corresponding to the normal map variation pattern determined by this determination is performed by the normal map display device 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit judgment and the map fluctuation pattern judgment are performed, and the map display 82 displays the map in a variable manner.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0106] In each reach judgment table, the reach random number judgment value (reach random number value) is assigned to the reach judgment result of "reach (reach occurs)" and "no reach (reach does not occur)". Therefore, the pachinko game machine PY1 checks the acquired reach random number against the reach judgment table to judge whether the reach is reached or not (whether the reach occurs or not). As shown in FIG. 10(C), it is possible to make the number of reach random numbers judged as "reach is reached (reach occurs)" different between the non-time-saving reach judgment table and the time-saving reach judgment table. In the following, "reach is reached (reach occurs)" which is performed on the premise that the result of the jackpot judgment is "miss" is referred to as "reach with miss" and "no reach (reach does not occur)" is also referred to as "no reach miss".

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

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

[0109] And each special chart fluctuation pattern judgment table can be associated with a game state. That is, as the special chart 1 fluctuation pattern judgment table, it is possible to distinguish between the special chart 1 fluctuation pattern judgment table used in the non-time-saving state (special chart 1 fluctuation pattern judgment table for non-time-saving) and the special chart 1 fluctuation pattern judgment table used in the time-saving state (special chart 1 fluctuation pattern judgment table for time-saving). On the other hand, for the special chart 2 fluctuation pattern judgment table, it is also possible to distinguish between the special chart 2 fluctuation pattern judgment table used in the non-time-saving state (special chart 2 fluctuation pattern judgment table for non-time-saving) and the special chart 2 fluctuation pattern judgment table used in the time-saving state (special chart 2 fluctuation pattern judgment table for time-saving). It is not necessary to separate the special chart fluctuation pattern judgment table for each game state.

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

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

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

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

[0114] As shown in the rightmost column of the table in Fig. 11-Fig. 12, the special chart variation pattern may be named in association with the special chart (jackpot determination result) and the content of the special chart variation performance. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, a special chart variation pattern in which an SP reach, which is a type of reach, occurs among reach-with-misses is called an "SP miss variation," a special chart variation pattern in which an L reach, which is a type of reach, occurs among reach-with-misses is called an "L miss variation," a special chart variation pattern in which a special chart variation performance ends with an N reach (normal reach performance), which is a type of reach, among reach-with-misses is called an "N miss variation," and a special chart variation pattern related to a miss without a reach is called a "normal miss variation."

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

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

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

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

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

[0120] For example, as shown in Fig. 14, from the 1st round to the 10th round, a round game is played in which the first large prize opening 14 is opened for a maximum of 29.5 seconds, or a round game is played in which the first large prize opening 14 is opened for a maximum of 0.1 seconds. Then, in the 10th round (final round), a round game is played in which the second large prize opening 15 is opened for a maximum of 29.5 seconds, or a round game is played in which the second large prize opening 15 is opened for a maximum of 0.1 seconds. In each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensor, the round game is ended even before the maximum opening time of the large prize openings 14, 15 has elapsed.

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

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

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

[0124] 3-4. Game status Next, the game state will be explained. As shown in FIG. 15, the pachinko game machine PY1 can be set to any one of the game states of "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state (advantageous game state)" and "jackpot game state". The "low probability low base game state" can be abbreviated to "low probability low base state", the "low probability high base game state" to "low probability high base state", the "high probability low base game state" to "high probability low base state", and the "high probability high base game state" to "high probability high base state". The game states include a state related to the probability of being determined as a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state. In addition, the jackpot gaming state corresponds to a "special gaming state, advantageous gaming state."

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

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

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

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

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

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

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

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

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

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

[0135] The customer waiting performance mode can be set when the special chart change performance is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode indicating a standby state in which the special chart change performance is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 16 (A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a. In addition, when the normal button 40 is operated while the customer waiting demo video G100 is displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed as shown in FIG. 16 (A-2). The performance settings include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a ("light amount setting"), and the frequency setting of the performance to be executed ("performance setting").

[0136] The normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "high probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include, for example, a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in FIG. 16 (B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in FIG. 16 (B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in FIG. 16 (B-3), and can be switched under the condition that the special chart variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal pre-stage presentation mode before the reach is established in the special chart variation presentation, and a normal post-stage presentation mode after the reach is established. In the normal pre-stage presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, while in the normal post-stage presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.

[0137] The probability change presentation mode (space mode) is a presentation mode that can be set when the special chart variation presentation is being performed in the "high probability high base game state", and is a presentation mode that indicates a high probability state and a time-saving state. In the probability change presentation mode, for example, as shown in FIG. 16 (B-4), a background image (probability change background image G105) representing the universe is displayed on the display unit 50a. Furthermore, the probability change presentation mode includes a probability change pre-stage presentation mode before the reach is established in the special chart variation presentation, and a probability change post-stage presentation mode after the reach is established. In the probability change pre-stage presentation mode, the probability change background image G105 is displayed on the display unit 50a, but in the probability change post-stage presentation mode, a dedicated background image according to the type of reach is displayed.

[0138] The time-saving presentation mode (empty mode) is a presentation mode that can be set when the special chart variation presentation is being performed in the "low probability high base game state", and is a presentation mode that indicates that the state is in the normal probability state and the time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 16 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display unit 50a. Furthermore, the time-saving presentation mode includes a time-saving early presentation mode before the reach is established in the special chart variation presentation, and a time-saving late presentation mode after the reach is established. In the time-saving early presentation mode, the time-saving background image G106 is displayed on the display unit 50a, but in the time-saving late presentation mode, a dedicated background image according to the type of reach is displayed.

[0139] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of the jackpot game, as shown in FIG. 16(C-1), a jackpot opening presentation is performed in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging "right hit" are displayed on the display unit 50a. During the round of the jackpot game, as shown in FIG. 16(C-2), a round presentation is performed in which a round image G109 indicating the number of rounds and a prize ball number image G110 suggesting the number of prize balls paid out are displayed on the display unit 50a. During the ending of the jackpot game, as shown in FIG. 16(C-3), a jackpot ending presentation is performed in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 suggesting the total prize ball number paid out are displayed on the display unit 50a.

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

[0141] 4-2. Special chart change performance Next, the special chart change performance (also simply called "change performance") will be explained. When the pachinko game machine PY1 starts the change display of the special chart, it executes the special chart change performance based on the special chart change pattern related to the change display of the special chart and the special chart lottery result (the jackpot determination result, the jackpot pattern type determination result, the reach determination result, and the special chart change pattern determination result). In the special chart change performance, the display unit 50a performs a change display of the performance pattern superimposed on a predetermined background image. The performance pattern is composed of, for example, number patterns of 1 to 9, and in the change display of the performance pattern, the performance pattern changes with the start of the change display of the special chart, and the performance pattern stops with the end of the change display of the special chart. That is, after the change display of the performance pattern is performed for the special chart change time, the change stops and the performance pattern is stopped. Then, the result of the special chart lottery is notified by the stop display of the performance pattern.

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

[0143] 4-2-1.Performance pattern display area As shown in Fig. 17(A), the display unit 50a of the image display device 50 can be provided with a left performance pattern area 50b1, a middle performance pattern area 50b2, and a right performance pattern area 50b3 on the left side, center, and right side of the display unit 50a, which are divided horizontally into three approximately equal parts. The left performance pattern area 50b1 is an area that displays the left performance pattern EZ1 when the performance pattern is stopped in the special chart variable performance. Similarly, the middle performance pattern area 50b2 and the right performance pattern area 50b3 are areas that display the middle performance pattern EZ2 and the right performance pattern EZ3.

[0144] Also, as shown in Fig. 17(A), a small symbol area 50c can be provided in one section at the left end (upper left corner) of the upper end of the display unit 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when the special symbol is variably displayed. The small symbols KZ1, KZ2, and KZ3 are, for example, composed of number symbols 1 to 9.

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

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

[0147] When the variable display of the special chart starts, for example, as shown in Fig. 17(A), the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 are displayed in a stopped state on the display unit 50a, and the left small pattern KZ1, the middle small pattern KZ2, and the right small pattern KZ3 are displayed in a stopped state, and the variable display of the special chart is not performed, and the variable display of the special chart is waiting, as shown in Fig. 17(B), the variable display of the performance patterns EZ1, EZ2, and EZ3 starts with the start, and the variable display of the small patterns KZ1, KZ2, and KZ3 starts. Note that "↓" in Fig. 17 indicates that the pattern is being displayed in a variable manner. And, when the special pattern of the variable display of the special pattern is, for example, "normal miss variation", as shown in Fig. 17(C-1), the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in different stopping patterns, and then as shown in Fig. 17(D), the performance patterns EZ1, EZ2, and EZ3 stop in a stopping pattern suggesting a miss (so-called barakeme). At this time, the small patterns KZ1, KZ2, and KZ3 also stop all at once in a stopping pattern suggesting a miss. There are several types of stopping patterns suggesting a miss, such as "1·1·2" and "2·4·6", where the left and right patterns are not the same. On the other hand, when the special pattern of the variable display of the special pattern is a special pattern with a reach, such as "N miss variation", the left performance pattern EZ1 and the right performance pattern EZ3 temporarily stop in the same stopping mode (so-called reach eyes), as shown in Figure 17 (C-2), and a reach is established. At this time, the variable display of the small patterns KZ1, KZ2, and KZ3 continues, and a reach performance according to the special pattern variation pattern is performed. The stopping order and stopping mode of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.

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

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

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

[0151] In the SP reach, after the N reach, for example, as shown in FIG. 19(A), a background image (background image G113 for SP reach) dedicated to the SP reach is displayed on the display unit 50a, and an image (title image G1 for the start of the SP reach) indicating that the SP reach has started is displayed in the center of the display unit 50a. After that, as shown in FIG. 19(B), a performance dedicated to the SP reach (for example, a battle performance) is performed. Then, when the final stage of the performance dedicated to the SP reach is reached, in the case where the special chart variation pattern of the variable display of the special chart is, for example, "SP big win variation", as shown in FIG. 19(C-1), a performance suggesting a big win (for example, a display in which the main character is happy about winning the battle) is performed on the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 are stopped and displayed in a stopping mode (so-called double numbers) that suggests a big win. At this time, the small patterns KZ1, KZ2, and KZ3 are also stopped and displayed all at once in a stopping mode that suggests a big win. On the other hand, when the special chart change pattern of the variable display of the special chart is, for example, "SP miss change," as shown in FIG. 19 (C-2), a performance suggesting a miss (for example, a display of an enemy character rejoicing at winning a battle) is performed, and the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state suggesting a reach miss. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stopped state suggesting a miss. The performance contents of the SP reach can be changed or added as appropriate.

[0152] Here, we will explain in detail the possibility (jackpot expectation) that the performance symbols EZ1, EZ2, EZ3 for each reach will stop in a manner indicating a jackpot. The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," and the execution probability of the SP reach is set to 4% when the result of the jackpot judgment is a "miss" and 100% when the result of the jackpot judgment is a "jackpot," it is possible to set the jackpot expectation for the SP reach higher than that for the N reach. Furthermore, if SP reach A and SP reach B are made executable as SP reaches, and the execution probability of SP reach A is set to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," and the execution probability of SP reach B is set to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," then it is possible to set the jackpot expectation of SP reach B higher than that of SP reach A. In this way, it is possible to set the jackpot expectation by appropriately setting the execution probability according to the result of the jackpot determination.

[0153] 4-3. Hold icon display area As shown in FIG. 20(A), the display unit 50a of the image display device 50 can be provided with a reservation icon display area 50d consisting of four display areas. The reservation icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and a reservation icon HA (reservation display) can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special figures 1 or the number of reserved special figures 2. For example, when the number of reserved special figures 1 is "1", the reservation icon HA is displayed in the first display area 50d1, and when the number of reserved special figures 1 is "2", the reservation icon HA is displayed in the first display area 50d1 and the second display area 50d2.

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

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

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

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

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

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

[0160] In the movable body performance, for example, when the N reach progresses to the SP reach, as shown in FIG. 21(A), the on-board movable device 55 and the under-board movable device 56 are operated, and the on-board movable body 55k and the under-board movable body 56k move so as to overlap on the display unit 50a as seen by the player, suggesting the progress to the SP reach. At this time, an effect image is displayed in the space of the display unit 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in FIG. 21(B), the on-board movable body 55k and the under-board movable body 56k return to the normal standby state (initial position) and progress to the SP reach. Note that the movable body performance is not limited to the suggestion of progress to the SP reach, and can be changed or added as appropriate. Also, the operation contents of the movable device in the movable body performance can be changed or added as appropriate.

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

[0162] In the operation presentation, for example, in the SP reach, a period (button operation valid period) occurs during which the pressing operation of the special button 41 is valid, and with the occurrence of this button operation valid period, as shown in FIG. 22(A), a presentation (button operation promotion presentation) is performed to encourage the operation of the special button 41. In the button operation promotion presentation, a button operation promotion image G3 is displayed on the display unit 50a. The button operation promotion image G3 includes an image (button image G31) imitating the special button 41, an image (button pressing operation image G32) showing the operation mode (i.e., pressing operation) of the special button 41, and an image (operation valid period remaining time image G33) showing the remaining time of the button operation valid period. The operation valid period remaining time image G33 is composed of a roughly curved progress bar, and changes as time passes so that the player can easily understand the remaining time of the operation valid period. Thereafter, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated during the button operation valid period, the on-board movable device 55 is actuated as shown in Fig. 22(B), and the on-board movable body 55k moves to overlap the display unit 50a as seen by the player, suggesting the likelihood of a big win. Note that the operation presentation is not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate.

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

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

[0165] 5. Game control by the game control microcomputer 101 Next, the control of the game by the game control microcomputer 101 (game control means) will be described with reference to Figures 23 to 24. Note that counters, timers, buffers, etc. that appear in the control of the game by the game control microcomputer 101 described below are provided in the game RAM 104.

[0166] [1. Main control main processing] When the pachinko game machine PY1 is powered on, the game control microcomputer 101 provided on the main control board 100 reads out the main control main processing program shown in Fig. 23 from the game ROM 103 and executes it. As shown in the figure, the main control main processing first performs power-on processing (S001). In the power-on processing, settings for permission to access the game RAM 104, settings for the game CPU 102, settings for the SIO, PIO, and CTC (circuit for managing interrupt time), etc. are performed.

[0167] Following the power-on process, interrupts are prohibited (S002), and normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the counter values ​​of the various random numbers shown in Fig. 8(A) and Fig. 8(B) are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, at least a part of each random number may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.

[0168] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, the main side timer interrupt process (S005) is executed at a 4 msec cycle. Then, from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005), the update process of the counter values ​​of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the gaming CPU 102 when the interrupt is prohibited, the main side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).

[0169] [2. Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 24, in the main timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands and the like set in the output buffer provided in the gaming RAM 104 of the main control board 100 in each process described below are output to the sub-control board 120, the payout control board 170, and the like.

[0170] In the input process (S102) that follows the output process (S101), the game control microcomputer 101, for example, receives a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.

[0171] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 23. That is, the update process of the counter values ​​of various random numbers shown in Fig. 8(A) and Fig. 8(B) is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0172] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, the normal action process, and the special action process will be described later.

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

[0174] Next, the game control microcomputer 101 executes other processes (S108) and ends the main timer interrupt process (S005). As other processes (S108), a power off monitoring process when the power is turned off, updating of a timer provided in the game RAM 104, etc. are performed. As other processes (S108), a payout control process is performed to pay out prize balls to a player. In the payout control process, a prize ball request signal is sent to the payout control board 170 in response to the entry of a game ball into each winning slot. In other words, the payout control board 170 pays out prize balls based on the prize ball request signal.

[0175] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the main control process until the next interrupt pulse is input to the game CPU 102 (see FIG. 23), and when the interrupt pulse is input (approximately 4 msec later), it again executes the main side timer interrupt process (S005). In the output process (S101) of the main side timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like that were set in the output buffer of the game RAM 104 in the previous main side timer interrupt process (S005).

[0176] [2-1. Sensor detection process] In the sensor detection process (S104), the general winning hole sensor process, the gate sensor process, the second starting hole sensor process, the first starting hole sensor process, the first large winning hole sensor process, the second large winning hole sensor process, and the specific area sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0177] In the general winning hole sensor process, it is determined whether or not a gaming ball has been detected by the general winning hole sensor. Also, depending on the result of the process, a command for the general winning hole sensor is generated.

[0178] In the gate sensor process, it is determined whether or not a gaming ball has been detected by the gate sensor. If it is determined that a gaming ball has been detected, a normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (e.g., four) are stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Also, a command for the gate sensor is generated according to the result of the process.

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

[0180] In the first start hole sensor process, it is determined whether or not a game ball is detected by the first start hole sensor. When it is determined that a game ball is detected, a special pattern 1 related random number consisting of a special pattern random number counter, a big win pattern type random number counter, a reach random number counter, and a special pattern variation pattern random number counter is acquired, and the acquired special pattern 1 related random number is stored in the special pattern 1 reserved memory unit 105a provided in the gaming RAM 104. The special pattern 1 reserved memory unit 105a has a plurality of memory areas from the first area to the nth area (n is an integer of 2 or more), and the acquired special pattern 1 related random numbers are stored in order from the first area. Note that, if the special pattern 1 related random numbers are stored up to the nth area, the newly acquired special pattern 1 related random number is not stored. In addition, a first look-ahead judgment is performed using the acquired special pattern 1 related random number and the first look-ahead judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 reserved number command representing the number of special chart 1 related random numbers (special chart 1 reserved number) stored in the special chart 1 reserved memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.

[0181] In the first big prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first big prize opening sensor. Also, a command for the first big prize opening sensor is generated according to the result of the process.

[0182] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor. Also, a command for the second large prize opening sensor is generated according to the result of the process.

[0183] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor, and a command for the specific area sensor is generated according to the result of the process.

[0184] [2-2. Normal operation process] In the normal operation process (S105), normal symbol standby process, normal symbol variation process, normal symbol determination process, and auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0185] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is performed based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is performed based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.

[0186] The normal pattern change process is a process performed during the variable display of the normal pattern. In the normal pattern change process, the normal pattern is stopped based on the winning judgment result according to the lapse of the normal pattern change time from the start of the variable display of the normal pattern being executed. Then, a normal pattern change stop command indicating the end of the variable display of the normal pattern is generated.

[0187] The normal symbol determination process is a process performed when the normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on the lapse of a predetermined stop time (for example, 0.8 seconds) from the start of the display of the normal symbol being executed. If the winning symbol is displayed, the auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.

[0188] The auxiliary game control process is a process that is performed when an auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. In addition, a command for controlling the auxiliary game is generated according to the result of the process.

[0189] [2-3. Special Action Processing] In the special operation process (S106), the following processes are sequentially performed: special symbol waiting process, special symbol variation process, special symbol determination process, big win game control process, and game state setting process. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0190] [2-3-1. Special pattern waiting process] The special symbol standby process is a process that is performed during standby when the special symbol is not being displayed variably, not in a jackpot game state. In the special symbol standby process, a special symbol 2 determination process and a special symbol 2 variation pattern determination process are performed based on the special symbol 2 related random number stored in the special symbol 2 reserved memory unit 105b, and a special symbol 2 reserved memory unit shift process is performed. In addition, a special symbol 1 determination process and a special symbol 1 variation pattern determination process are performed based on the special symbol 1 related random number stored in the special symbol 1 reserved memory unit 105a, and a special symbol 1 reserved memory unit shift process is performed.

[0191] In the special symbol 2 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special symbol random number among the special symbol 2 related random numbers stored in the first area of ​​the special symbol 2 reserved memory unit 105b and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot symbol type determination is performed to determine the type of the jackpot symbol, using the jackpot symbol type random number among the special symbol 2 related random numbers and the special symbol 2 jackpot symbol type determination table. Then, a symbol designation command representing the determined jackpot symbol type is generated. Also, if the result of the jackpot determination is a miss, a symbol designation command representing a miss is generated.

[0192] The special chart 2 variation pattern determination process is a process performed after the special chart 2 determination process. In the special chart 2 variation pattern determination process, the special chart 2 variation pattern is determined using the special chart variation pattern random number among the special chart 2 related random numbers stored in the first area of ​​the special chart 2 reservation storage unit 105b and the special chart 2 variation pattern table according to the current game state. The determination of the special chart 2 variation pattern is also associated with the number of special chart 2 related random numbers (special chart 2 reservation number) stored in the special chart 2 reservation storage unit 105b. Then, a special chart 2 variation start command representing the determined special chart 2 variation pattern is generated. The special chart 2 variation start command includes information that it is a special chart 2, information about the result of the jackpot determination, information about the result of the reach determination, information about the special chart variation time associated with the special chart 2 variation pattern, and the like. Then, the special chart 2 display unit 81b is caused to start variable display of the special chart 2 based on the special chart variation time associated with the determined special chart 2 variation pattern.

[0193] The special chart 2 reserved memory shift process is a process that is performed when the special chart 2 determination process and the special chart 2 variation pattern determination process are performed. In the special chart 2 reserved memory shift process, the special chart 2 related random numbers stored in the special chart 2 reserved memory 105b are shifted by one to the first area side, and the special chart 2 related random numbers in the first area are cleared from the special chart 2 reserved memory 105b. In this way, the special chart 2 related random numbers are consumed in the order in which they were obtained. Then, a special chart 2 reserved number command is generated that represents the special chart 2 reserved number after the process.

[0194] In the special chart 1 determination process, a jackpot determination is performed to determine whether the jackpot is a jackpot or a miss, using the special pattern random number among the special chart 1 related random numbers stored in the first area of ​​the special chart 1 reserved memory unit 105a and a jackpot determination table according to the current game state. If the result of the jackpot determination is a jackpot, a jackpot pattern type determination is performed to determine the type of the jackpot pattern, using the jackpot pattern type random number among the special chart 1 related random numbers and the special chart 1 jackpot pattern type determination table. Then, a pattern designation command representing the determined jackpot pattern type is generated. Also, if the result of the jackpot determination is a miss, a pattern designation command representing a miss is generated.

[0195] The special chart 1 variation pattern determination process is a process performed after the special chart 1 determination process. In the special chart 1 variation pattern determination process, the special chart 1 variation pattern is determined using the special chart variation pattern random number among the special chart 1 related random numbers stored in the first area of ​​the special chart 1 reservation storage unit 105a and the special chart 1 variation pattern table according to the current game state. The determination of the special chart 1 variation pattern is also associated with the number of special chart 1 related random numbers (special chart 1 reservation number) stored in the special chart 1 reservation storage unit 105a. Then, a special chart 1 variation start command representing the determined special chart 1 variation pattern is generated. The special chart 1 variation start command includes information about being a special chart 1, information about the result of the jackpot determination, information about the result of the reach determination, information about the result of the jackpot type determination, information about the special chart variation time associated with the special chart 1 variation pattern, and the like. Then, the special chart 1 display unit 81a is caused to start variable display of the special chart 1 based on the special chart variation time associated with the determined special chart 1 variation pattern.

[0196] The special drawing 1 reserved memory shift process is a process that is performed when the special drawing 1 determination process and the special drawing 1 variation pattern determination process are performed. In the special drawing 1 reserved memory shift process, the special drawing 1 related random numbers stored in the special drawing 1 reserved memory 105a are shifted one to the first area side, and the special drawing 1 related random numbers in the first area are cleared from the special drawing 1 reserved memory 105a. In this way, the special drawing 1 related random numbers are consumed in the order in which they were obtained. Then, a special drawing 1 reserved number command is generated that represents the special drawing 1 reserved number after the process.

[0197] In this embodiment, when both the special drawing 2 reserved number and the special drawing 1 reserved number exist, the special drawing 2 determination process is performed with priority, and the variable display of special drawing 2 and the variable display of special drawing 1 are not performed in parallel.

[0198] [2-3-2. Special pattern change processing] The special symbol variation process is a process performed during the variable display of the special symbol. In the special symbol variation process, as the special symbol variation time elapses, the special symbol display device 81 ends the variable display of the special symbol and stops displaying the special symbol according to the result of the jackpot determination. If the result of the jackpot determination is a jackpot, the jackpot symbol indicating a jackpot is stopped and displayed, and if the result of the jackpot determination is a miss, the miss symbol indicating a miss is stopped and displayed. Then, a special symbol variation stop command is generated to indicate the end of the variable display of the special symbol.

[0199] [2-3-3. Special design confirmation process] The special pattern determination process is a process performed when the special pattern is stopped. In the special pattern determination process, if the currently stopped special pattern is a jackpot pattern, the game is transitioned to a jackpot game state. Then, an opening command indicating the start of a jackpot game is generated. The opening command includes information regarding the result of the jackpot type determination. If the currently stopped special pattern is a losing pattern and the high probability state is to be terminated, a normal probability state is set. Then, a high probability end command indicating a transition to a normal probability state is generated. If the currently stopped special pattern is a losing pattern and the time-saving state is to be terminated, a non-time-saving state is set. Then, a time-saving end command indicating a transition to a non-time-saving state is generated. Note that if the currently stopped special pattern is a losing pattern and the number of reserved special patterns 2 and the number of reserved special patterns 1 are "0", a customer waiting command indicating that the pachinko game machine PY1 is in a standby state is generated.

[0200] [2-3-4. Jackpot game control processing] The jackpot game control process is a process performed in the jackpot game state. In the jackpot game control process, a jackpot game is played using a jackpot game control table. After transition to the jackpot game state, each round game is started according to the passage of the opening time or closing time. Then, a round game command indicating the start of the round game is generated. Also, an ending is started according to the end of the final round game. Then, an ending command indicating the end of the jackpot game is generated. The ending command includes information regarding the result of the jackpot type determination.

[0201] [2-3-5. Game status setting process] The game state setting process is a process performed when the big win game state ends. In the game state setting process, when changing from a normal probability state to a high probability state, the high probability state is set at the end of the big win game state. When limiting the duration of the high probability state, the duration of the high probability state (for example, the number of times of variable display of the special chart that the high probability state can continue without winning a big win) is also set. Then, a high probability setting command indicating the setting of the high probability state is generated. Also, when changing from a non-time-saving state to a time-saving state, the time-saving state is set at the end of the big win game state. When limiting the duration of the time-saving state, the duration of the time-saving state (for example, the number of times of variable display of the special chart that the time-saving state can continue without winning a big win) is also set. Then, a time-saving setting command indicating the setting of the time-saving state is generated. When the control of the high probability state ends and the game state is controlled to the normal game state, a high probability end command indicating the end of the control of the high probability state is generated. Also, when the control of the time-saving state ends and the game state is controlled to the normal game state, a time-saving end command indicating the end of the control of the time-saving state is generated.

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

[0203] 6. Control of the performance by the performance control microcomputer 121 Next, the control of the performance by the performance control microcomputer 121 will be described with reference to Fig. 25 and Fig. 26. Note that counters, timers, flags, buffers, etc. that appear in the following description of the control of the performance by the performance control microcomputer 121 are provided in the performance RAM 124.

[0204] [1. Sub-control main processing] When the pachinko game machine PY1 is powered on, the performance control microcomputer 121 provided on the sub-control board 120 reads out the program of the sub-control main process shown in Fig. 25 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main process first performs power-on processing in response to power-on (S4001). In the power-on processing, for example, the settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.

[0205] Next, interrupts are prohibited (S4002), and random number seed update processing is executed (S4003). In the random number seed update processing (S4003), the values ​​of various random number counters for determining various effects are updated to make judgments regarding various effects. As an example, the method of updating the random number counters for determining various effects can be the same as the normal and special symbol main random number update processing performed by the main control board 100 described above. When updating, the random number values ​​may be added by 2 instead of by 1. This is also the case with the normal and special symbol main random number update processing performed by the main control board 100 described above.

[0206] When the random number seed update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands stored in the output buffer in the performance RAM 124 of the sub-control board 120 are transmitted to the image control board 140. The image control board 140 that receives the command displays an image on the display unit 50a according to the received command (executes various performances by image). In addition, the sub-control board 120 outputs sound from the speaker 52 via the sound control circuit 161 (executes various sound performances by sound) along with various performances performed by the image control board 140, causes the frame lamp 53 (first frame lamp 53A, second frame lamp 53B) and the board lamp 54 to emit light via the lamp control circuit 151 (executes various light emission performances by light emission), and operates the movable devices 55, 56, and 58 (executes various movable body performances by operation). The performance RAM 124 is provided with a start winning command reservation storage unit that stores the start winning command including the reserved lottery information. The reserved lottery information includes information based on each random number stored in the special chart reserved memory unit 105 of the main control board 100. The start winning command reserved memory unit further includes a first start winning command reserved memory unit that stores a first start winning command based on the first special chart reserved, and a second start winning command reserved memory unit that stores a second start winning command based on the second special chart reserved. In addition, the performance RAM 124 may be provided with a memory unit that stores commands including information on the normal chart reserved. In detail, the first start winning command reserved memory unit and the second start winning command reserved memory unit each have a memory area corresponding to the upper limit number of the special chart reserved. In the pachinko game machine PY1, four memory areas are provided in the first start winning command reserved memory unit and four memory areas are also provided in the second start winning command reserved memory unit in accordance with the upper limit number of the special chart reserved. Furthermore, each memory area is provided with a plurality of small areas. Specifically, in the pachinko game machine PY1, a start winning command specified based on the winning of the start hole and data indicating the display mode of the reserved icon HA are stored in each small area. The reception counter is used to manage the winning order.

[0207] The performance control microcomputer 121 then permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While the interrupts are permitted, the reception interrupt process (S4010), the 1 ms timer interrupt process (S4011), and the 10 ms timer interrupt process (S4012) can be executed.

[0208] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the main control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011).

[0209] [2.1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) is executed every time an interrupt pulse with a predetermined period (for example, 1 msec period) is input to the sub-control board 120. In the 1 ms timer interrupt process (S4011), as shown in Fig. 26, input process (S4101), light emission data output process (S4102), movable device control process (S4103), and watchdog timer process (S4104) are sequentially performed.

[0210] In the input process, the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, is detected. In the light emission data output process, light emission data is output to the lamp control circuit 151 to light lamps such as the frame lamp 53 (the first frame lamp 53A, the second frame lamp 53B, etc.) and the board lamp 54 at a timing that matches the image-based performance, etc., based on the performance data created in the performance data creation process described later. That is, the performance control microcomputer 121 causes the frame lamp 53 (the first frame lamp 53A, the second frame lamp 53B, etc.) and the board lamp 54 to light up in a predetermined light emission mode according to the light emission data. In the movable device control process, drive data is output to perform a movable body performance that operates the movable devices 55, 56, 58, etc. at a predetermined timing based on the performance data created in the performance data creation process. That is, the performance control microcomputer 121 performs a movable body performance that operates the movable devices 55, 56, 58, etc. in a predetermined operation mode according to the drive data. In the watchdog timer process, the watchdog timer is reset. In the switch process, the display contents of the display unit 50a are set based on the data of the operation of the operation unit that can be operated by the player, such as the normal button detection switch 40a and the special button detection switch 41a, detected in the input process. In the button valid period process, the button operation valid period of various buttons (normal button 40, special button 41, etc.) is set. As a result, for example, an operation performance is performed during the execution of a special chart variation performance, and a button operation valid period occurs.

[0211] [3.10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 msec period is input to the sub-control board 120. As shown in Fig. 27, the 10 ms timer interrupt process (S4012) sequentially executes a received command analysis process (S4201), a performance timer update process (S4202), a sound control process (S4203), and a performance data creation process (S4204).

[0212] In the received command analysis process, the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation part such as the normal button 40 and the special button 41 are measured. In the audio control process, audio data (data for controlling the audio output from the speaker 52) is created and output to the audio control circuit 161 based on the processing result of the received command analysis process. In the performance data creation process, performance data is created based on the processing result of the received command analysis process.

[0213] In the switch processing, the performance control microcomputer 121 may analyze the switch data acquired by the input processing (S4104) and determine whether or not the normal button 40 has been pressed within the button operation effective period. For example, when the performance control microcomputer 121 analyzes the switch data acquired by the input processing (S4104) and determines that the normal button 40 has been pressed within the button operation effective period, the performance control microcomputer 121 executes the normal button processing. Here, the normal button processing refers to, for example, a process of displaying a preview image by the display unit 50a or performing a movable body performance using the on-board movable body 55k. In addition, the performance control microcomputer 121 may analyze the switch data acquired by the input processing (S4104) and determine whether or not the special button 41 has been pressed within the button operation effective period. For example, when the performance control microcomputer 121 determines that the special button 41 has been pressed within the button operation effective period, the performance control microcomputer 121 executes the special button processing. Here, the special button process refers to, for example, a process of displaying a preview image on the display unit 50a, or a process of performing a movable body effect using the on-board movable body 55k.

[0214] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a fluctuation start command, it selects a performance pattern (sub-fluctuation pattern) of the fluctuation performance based on the special chart fluctuation pattern indicated by the command, sets information on the sub-fluctuation pattern, and sets a fluctuation performance start command including information on the sub-fluctuation pattern in the output buffer as a processing at the time of receiving the fluctuation start command. For example, when the special chart fluctuation pattern indicated by the fluctuation start command is SP fluctuation (fluctuation pattern associated with SP reach), it selects a sub-fluctuation pattern for performing SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. Thereafter, various processes (such as command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), and voice control process (S4203)) are executed to realize a variation effect corresponding to the selected sub-variation pattern. The flow of processes for realizing such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the corresponding variations, and control of the presentation mode.

[0215] 7. Description of Features of the Pachinko Game Machine PY1 of the First Embodiment The features of the pachinko game machine PY1 will be described in detail below. The first embodiment will be described below. Unless otherwise stated, the pachinko game machine PY1 of the basic embodiment described above is also applied to the first embodiment. Of course, the configurations according to the first embodiment may be appropriately combined. Also, any of the configurations according to the first embodiment or the basic embodiment may be appropriately combined. Also, technical features in the first embodiment may be appropriately deleted unless they are described as essential in this specification.

[0216] 7-1. Structure of the gaming machine of the first embodiment A pachinko game machine PY1, which is a first embodiment of the game machine of the present invention, will be described. First, the structure of the pachinko game machine PY1 will be described with reference to Figs. 28 to 31. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY1 refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY1. Furthermore, "forward" refers to the direction approaching the player facing the pachinko game machine PY1 from the pachinko game machine PY1, and "rearward" refers to the direction approaching the pachinko game machine PY1 from the player facing the pachinko game machine PY1.

[0217] As shown in FIG. 28 and FIG. 29, the pachinko game machine PY1 of the first embodiment is provided with a game machine frame 2 (game machine frame). An operable first input device (hereinafter, "first normal button") 40 is provided on the front side of the upper tray 34 on the upper surface of the lower decorative body 36. The first normal button 40 will be described later. An operable second input device (hereinafter, "special button") 41 is provided on the right decorative body 32 formed by protruding forward from the right edge of the surface of the front frame 23m. The special button 41 is composed of, for example, a button having a pressing surface, a lever having a gripping portion, etc. Furthermore, an operable third input device (hereinafter, "second normal button") 43 is provided on the front right side of the upper tray 34 on the upper surface of the lower decorative body 36. The second normal button 43 (operation portion) will be described later. An operable fourth input device (hereinafter, select button) 42 is provided on the front side of the upper tray 34 on the upper surface of the lower decorative body 36. The select button 42 is, for example, a cross key that allows selection in four directions (up, down, left, right), and is composed of an up button 42u, a down button 42d, a left button 42l, a right button 42r, and a middle button 42c.

[0218] As shown in Fig. 28 and Fig. 29, a first frame lamp 53A capable of emitting light is provided on the left edge of the front frame 23m, and a second frame lamp 53B capable of emitting light is provided on the front of the lower decorative body 36. As shown in Fig. 28, the second frame lamp 53B is provided forward of the transparent plate 23t attached to the front frame 23m. In other words, the second frame lamp 53B is provided forward of the game board 1. Furthermore, the second frame lamps 53B are provided adjacent to each other on the lower decorative body 36 as shown in Fig. 29 so that the player can simultaneously view the second normal button 43.

[0219] Here, the shape of the second frame lamp 53B is a line extending from the left side of the lower decorative body 36 toward the second normal button 43 as shown in FIG. 29, and is the chest mark of the main character (LOGO). In addition, many LEDs and the like are arranged inside the second frame lamp 53B. Furthermore, the second frame lamp 53B has a cover member which is a resin member capable of transmitting light, and the cover member is also shaped in the shape of the line of the second frame lamp 53B and in accordance with the chest mark of the main character (LOGO). When all the LEDs arranged inside the second frame lamp 53B are turned on, it is possible for the player to understand through this cover member that the second frame lamp 53B is emitting light with the chest mark of the main character (LOGO).

[0220] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.

[0221] Next, the first normal button 40 will be explained with reference to Figure 30. The first normal button 40 is a button that can be pressed by the player and has a pressing surface. As shown in Figure 30, the first normal button 40 is disposed in the center of the upper surface of the lower decorative body 36, on the front side of the upper tray 34.

[0222] The first normal button 40 is disk-shaped and made of a transparent resin material. The character "press" is printed on the surface of the first normal button 40 as shown in Fig. 30, allowing the player to recognize that it is a button that can be pressed. Note that the first normal button 40 is not limited to being composed of a button having a pressing surface, and may be composed of, for example, a lever having a gripping portion.

[0223] Next, the second normal button 43 (hemispherical button unit 200) will be described with reference to Figures 30 and 31. The second normal button 43 can be pressed by the player, similar to the first normal button 40. As shown in Figure 30, the second normal button 43 is disposed on the upper surface of the lower decorative body 36, to the right of the above-mentioned first normal button 40.

[0224] This second normal button 43 (hemispherical button unit 200) includes a cover portion 210 shown in Fig. 31, a movable portion 220 shown in Fig. 31, a support portion 250 shown in Fig. 31, a bottom portion 310 shown in Fig. 31, a second normal button detection switch 43a, and a substrate portion for controlling the lighting of a plurality of LEDs of a light source portion 260 described later. The cover portion 210 is made of a transparent resin member. This cover portion 210 has a hemispherical dome portion 211 shown in Fig. 31, and the like.

[0225] As shown in FIG. 31, the movable part 220 has a disk-shaped base part 221 and a disk-shaped decorative part 225 covering one surface of the base part 221. A gap is formed between the base part 221 and the decorative part 225 (see FIG. 31), and the light source part 260 and the light guide plate 275 are arranged in the gap (not shown in FIG. 31). The light source part 260 is approximately disk-shaped, and has, for example, four LEDs arranged on the surface. The light guide plate 275 is for guiding only the light that travels in a direction perpendicular to the surface of the light source part 260 out of the light emitted from each LED of the light source part 260 to the decorative part 225. The light guide plate 275 is approximately disk-shaped like the light source part 260.

[0226] The decorative portion 225 is made by combining a first resin member made of a colorless and transparent material with a second resin member whose surface is plated. The decorative portion 225 has a surface portion 227 (see FIG. 31).

[0227] The surface portion 227 of the decorative portion 225 is a portion that can be seen by a player through the colorless and transparent cover portion 210 (dome portion 211) of the hemispherical button unit 200 (see FIG. 31). The surface portion 227 has a light-transmitting portion 226 as shown in FIG.

[0228] In the decorative part 225 of this embodiment, when light is incident on the surface part of the decorative part 225, the light passes through the inside of the decorative part 225 and reaches the surface part 227. Then, the light is emitted to the outside of the decorative part 225 through the light-transmitting part 226 of the surface part 227, thereby enabling the decorative part 225 to emit light. Specifically, the light is emitted toward the dome part 211 of the cover part 210 above the decorative part 225.

[0229] In the hemispherical button unit 200, the dome portion 211 of the cover portion 210 and the like are structured to cover the upper portion of the support portion 250 on which the movable portion 220 is disposed. As described above, the cover portion 210 is made of a transparent resin material, so that the player can see the movable portion 220 inside the cover portion 210 (dome portion 211).

[0230] In addition, the cover portion 210 is capable of moving up and down relative to the support portion 250. When the cover portion 210 is pressed, the pressing operation is detected by the second normal button detection switch 43a connected to the sub-control board 120.

[0231] 7-2. Electrical configuration of the gaming machine of the first embodiment Next, the electrical configuration of the pachinko game machine PY1 of the first embodiment will be described based on Fig. 32. As shown in Fig. 32, the pachinko game machine PY1 includes a sub-control board 120 that controls game presentations (special chart variation presentation, reserve presentation, big win game presentation) according to the progress of the game by the main control board 100, customer waiting presentations, the first normal button 40 (operation unit, operation means), the second normal button 43 (operation unit, operation means), and the operation promotion presentation that prompts operation during the period when the operation of the special button 41 is valid (operation valid period), and a payout control board 170, etc., on the rear side further than the image display device 50 of the game board 1. The main control board 100 can be positioned as a game control unit that controls the game. The performance control unit must be equipped with at least a sub-control board 120 and be capable of controlling game performances, customer waiting performances, and operation performances (operation promotion performances (first normal button operation promotion performances, second normal button 43 operation promotion performances, special button operation promotion performances), button operation result performances (first normal button operation result performances, second normal button operation result performances, special button operation result performances)) using performance means (image display device 50, speaker 52, first frame lamp 53A, second frame lamp 53B, frame lamp 53, board lamp 54, and movable devices 55, 56, etc.).

[0232] The various switches connected to the sub-control board 120 include a first normal button detection switch 40a, a special button detection switch 41a, a second normal button detection switch 43a, an up button detection switch 42au, a down button detection switch 42ad, a right button detection switch 42ar, a left button detection switch 42al, and a middle button detection switch 42ac. The first normal button detection switch 40a detects that the first normal button 40 has been pressed. The special button detection switch 41a detects that the special button 41 has been pressed. The second normal button detection switch 43a detects that the second normal button 43 has been pressed. The up button detection switch 42au detects that the up button of the select button 42 has been pressed. The down button detection switch 42ad detects that the down button of the select button 42 has been pressed. The right button detection switch 42ar detects that the right button of the select button 42 has been pressed. The left button detection switch 42al detects that the left button of the select buttons 42 has been pressed. The middle button detection switch 42ac detects that the middle button of the select buttons 42 has been pressed. Each of the detection switches 40a, 41a, 42a, 43a outputs a signal according to the detection content to the sub-control board 120. The type and number of switches connected to the sub-control board 120 can be changed as appropriate as long as it does not interfere with gameplay.

[0233] In the pachinko game machine PY1 of the first embodiment, the volume level and the light intensity level are changed by the performance control microcomputer 121. For that purpose, as shown in Fig. 32, the performance RAM 124 of the sub-control board 120 is further provided with a volume memory section 128 for storing the currently set volume level and a light intensity memory section 129 for storing the currently set light intensity level.

[0234] The various lamps SL connected to the sub-control board 120 include a first frame lamp 53A, a second frame lamp 53B, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, light emission color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.

[0235] A CPU may be mounted on the lamp control circuit 151 as a substrate. In this case, the CPU may be made to execute lighting control of each lamp and operation control of each movable device. Furthermore, in this case, a ROM may be mounted on the substrate and data related to light emission patterns and operation patterns may be stored in the ROM. Also, the type and number of lamps connected to the sub-control substrate 120 may be changed as appropriate within the range that does not interfere with gameplay.

[0236] 7-3. Jackpot game of the first embodiment First, the jackpot game that can be executed by the game control microcomputer 101 of the first embodiment will be described. The game control microcomputer 101 can execute various jackpot games (jackpot game X, jackpot game Y, jackpot game Z) shown in the jackpot game control table of FIG.

[0237] As shown in FIG. 33, the game control microcomputer 101 of the first embodiment can determine either "jackpot pattern X" or "jackpot pattern Y" in the jackpot pattern type determination in the special pattern 1 determination process (special pattern determination process based on winning the first starting hole 11). More specifically, the game control microcomputer 101 determines "jackpot pattern X" at a rate of 50% and determines "jackpot pattern Y" at a rate of 50%. Also, the game control microcomputer 101 can determine "jackpot pattern Z" in the jackpot pattern type determination in the special pattern 2 determination process (special pattern determination process based on winning the second starting hole 12). More specifically, the game control microcomputer 101 determines "jackpot pattern Z" at a rate of 100%.

[0238] Then, the game control microcomputer 101 of the first embodiment executes a jackpot game according to the type of the determined jackpot symbol. Specifically, in the "jackpot game X" executed when the "jackpot symbol X" is determined, 10 round games are played. Then, from 1R to 4R, the first jackpot winning hole 14 is opened for a maximum of 29.5 seconds per round game, from 5R to 9R, the first jackpot winning hole 14 is opened for a maximum of 0.1 seconds per round game, and in 10R, the second jackpot winning hole 15 is opened for a maximum of 29.5 seconds per round game. From 5R to 9R in this jackpot game, the opening time of the first jackpot winning hole 14 is extremely short, and it is a round in which winning in the first jackpot winning hole 14 is not expected in reality. In other words, although the total number of round games in this jackpot game is 10, the actual number of round games is 5.

[0239] In addition, in the "jackpot game Y" executed when the "jackpot symbol Y" is determined, 10 rounds of play are played. Then, from 1R to 4R, the first large prize winning hole 14 is opened for a maximum of 29.5 seconds per round play, from 5R to 9R, the first large prize winning hole 14 is opened for a maximum of 0.1 seconds per round play, and in 10R, the second large prize winning hole 15 is opened for a maximum of 0.1 seconds per round play. From 5R to 9R in this jackpot game, the opening time of the first large prize winning hole 14 is extremely short, and it is a round in which winning in the first large prize winning hole 14 is not expected in reality. In other words, although the total number of rounds in this jackpot game is 10, the actual number of rounds is 4.

[0240] In the "jackpot game Z" that is executed when the "jackpot symbol Z" is determined, 10 rounds of play are played. From the 1st round to the 9th round, the first big prize winning port 14 is opened for a maximum of 29.5 seconds per round, and in the 10th round, the second big prize winning port 15 is opened for a maximum of 29.5 seconds per round. In other words, the total number of rounds and the actual number of rounds in this jackpot game are 10.

[0241] Therefore, it can be said that "jackpot game Z", which has 10 actual rounds of play, is a jackpot game that is more advantageous to the player than "jackpot game X" or "jackpot game Y", which have 5 actual rounds of play.

[0242] Next, the game states that can be controlled by the game control microcomputer 101 of the first embodiment will be described with reference to FIG. 33. In the pachinko game machine PY1 of the first embodiment, the game control microcomputer 101 sets the time-shortened state even after the jackpot game state in which any of the jackpot games of "jackpot game X", "jackpot game Y" and "jackpot game Z" described above is executed. In addition, the game control microcomputer 101 sets a high probability state after the jackpot game state in which any of the jackpot games of "jackpot game X" and "jackpot game Z" is executed, but does not set the high probability state after the jackpot game state in which the jackpot game of "jackpot game Y" is executed (the normal probability state is set). Therefore, after the jackpot game state in which either the "jackpot game X" or the "jackpot game Z" is executed, the "high probability high base game state" is set in a high probability state and a time-saving state, and after the jackpot game state in which the "jackpot game Y" is executed, the "low probability high base game state" is set in a normal probability state and a time-saving state. When set to the high probability state and the time-saving state, the number of times of the probability change is set to 100 times and the number of times of the time-saving state is set to 100 times. Here, the number of times of the probability change is the upper limit number of times (prescribed number of times) of the variable display of the special chart in the high probability state. Also, the number of times of the time-saving state is the upper limit number of times (prescribed number of times) of the variable display of the special chart in the time-saving state. In other words, in the high probability high base game state, the number of times of the variable display of the special chart in the high probability high base game state can continue up to 100 times. Also, when set to the low probability state and the time-saving state, only the number of times of the time-saving state is set to 100 times. That is, in the low probability high base game state, the number of times the special chart is variable displayed in the low probability high base game state can continue up to 100 times. In other words, it can be said that the "jackpot game X" or "jackpot game Z", in which the high probability state is set thereafter, is a jackpot game that is more advantageous to the player than the "jackpot game Y", in which the high probability state is not set thereafter, and the jackpot game state in which "jackpot game X" or "jackpot game Z" is executed is a game state that is more advantageous to the player than the jackpot game state in which "jackpot game Y" is executed.

[0243] In addition, the jackpot gaming state can be said to be a gaming state that is more advantageous to the player than the normal gaming state, regardless of the type of jackpot symbol. Also, the "high probability high base gaming state," which is one of the high probability states, can be said to be a gaming state that is more advantageous to the player than the "low probability high base gaming state," which is one of the normal probability states. In this specification, a gaming state that is advantageous to the player may be called an advantageous gaming state or a special gaming state.

[0244] 7-4. Special chart variation pattern of the first embodiment Next, the allocation rate of the special chart 1 variation pattern in the non-time-saving state will be explained using Fig. 34. As shown in Fig. 34(A), the allocation rate of the special chart 1 variation pattern selected in the case of the "non-time-saving state" and "jackpot" in the pachinko game machine PY1 of the first embodiment is higher in the order of the allocation rate of the special chart 1 variation pattern "P03" (10%) ⇒ the allocation rate of the special chart 1 variation pattern "P02" (30%) ⇒ the allocation rate of the special chart 1 variation pattern "P01" (60%).

[0245] On the other hand, as shown in FIG. 34(B), in the pachinko game machine PY1 of the first embodiment, the allocation rate of the special chart 1 variation pattern selected in the case of a “non-time-saving state” and a “reach with miss” increases in the following order: allocation rate of special chart 1 variation pattern “P04” (5%) ⇒ allocation rate of special chart 1 variation pattern “P05” (25%) ⇒ allocation rate of special chart 1 variation pattern “P06” (70%).

[0246] Also, as shown in Fig. 34(C), the allocation rate of the special chart 1 variation pattern selected in the case of "non-time-saving state" and "miss without reach" in the pachinko game machine PY1 of the first embodiment is higher in the order of the allocation rate of the special chart 1 variation pattern "P08" (20%) ⇒ the allocation rate of the special chart 1 variation pattern "P07" (80%) when the number of reserved special charts (U1) is "0" to "2". On the other hand, the allocation rate of the special chart 1 variation pattern selected in the case of "non-time-saving state" and "miss without reach" is higher in the order of the allocation rate of the special chart 1 variation pattern "P07" (20%) ⇒ the allocation rate of the special chart 1 variation pattern "P08" (80%) when the number of reserved special charts (U1) is "3" to "4".

[0247] 34(A) to 34(C), in the non-time-saving state of the pachinko game machine PY1 of the first embodiment, in the order of normal fluctuation only ⇒ normal fluctuation → reach → N reach ⇒ normal fluctuation → reach → N reach → development performance → L reach ⇒ normal fluctuation → reach → N reach → development performance → SP reach, it is difficult to execute when it is determined to be a miss in the special chart 1 judgment process, but it is easy to execute when it is a big win in the special chart 1 judgment process (see Fig. 11, Fig. 34(A), Fig. 34(B), Fig. 34(C)). The allocation rate (selection rate) of the special chart 1 variation pattern shown in Fig. 34 can be changed appropriately within the range that does not interfere with the game.

[0248] 7-5. Volume and light intensity in the first embodiment When the up button detection switch 42au, the down button detection switch 42ad, the right button detection switch 42ar, the left button detection switch 42al, and the middle button detection switch 42ac detect an operation of each button, they output a signal (up button detection signal, down button detection signal, right button detection signal, left button detection signal, middle button detection signal) to the sub-control board 120 indicating that an operation has been performed on that part.

[0249] In addition, in the first embodiment, during play in which the game control microcomputer 101 is performing a game such as displaying special chart changes, and during non-play in which the game control microcomputer 101 is not performing a game, the volume level can be changed to change the volume of the sound output from the speaker 52, and the light intensity level can be changed to change the amount of light irradiated from the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the amount of light emitted from the image display device 50, by operating the select button 42.

[0250] In the pachinko game machine PY1 of the first embodiment, when an operation to change the volume level or the light intensity level is performed, an image representing the volume level or the light intensity level is displayed on the display unit 50a. The display of the image representing the volume level or the light intensity level is performed by the performance control microcomputer 121.

[0251] In the first embodiment, both the volume level and the light level can be changed between five levels, from the minimum level "0" to the maximum level "4". However, the number of levels and the names of the levels can be changed as appropriate. The number of levels of the volume level and the light level do not necessarily need to be the same, and the number of levels of the volume level and the number of levels of the light level may be different. When the minimum level "0" is set, no sound or background music is output from the speaker 52. However, this is not limited to this. For example, when the minimum level "0" is set, a small amount of sound or background music may be output from the speaker 52.

[0252] In the pachinko game machine PY1 of the first embodiment, the volume level is set by the performance control microcomputer 121 from a five-stage volume range from "0" to "4". The volume level "4" is the volume level at which the loudest game sound can be output from the speaker 52 among the five-stage volume range. When the volume level is set to "4", the maximum volume outputted momentarily during, for example, the SP reach or the big win performance is 95.0 dB. When the volume level is set to "3", the maximum volume outputted momentarily during, for example, the SP reach or the big win performance is 90.0 dB. When the volume level is set to "2", the maximum volume outputted momentarily during, for example, the SP reach or the big win performance is 88.0 dB. Note that the volume level "2" is a volume level at which game sounds in most performances can be heard even in a generally noisy hall. In addition, when the volume level is set to "1", the maximum volume outputted momentarily during, for example, SP reach or big win performance is 85.0 dB. It can be said that this volume level is such that game sounds in most performances cannot be heard even in a generally noisy hall. In addition, when the volume level is set to "0", no game sounds are outputted from the speaker 52 at all, that is, the volume level is silent. It should be noted that the larger the value indicated by the volume level, the louder the game sounds are outputted from the speaker 52. The volume level "3" corresponds to the first volume, and the volume level "1" corresponds to the second volume. In addition, the volume outputted from the speaker 52 corresponding to each volume level can be changed as appropriate.

[0253] In the pachinko game machine PY1 of the first embodiment, the light level is set by the performance control microcomputer 121 from a five-stage light range from "0" to "4". The light level "4" is the light level that can be emitted from the frame lamp 53 (the first frame lamp 53A, the second frame lamp 53B, etc.) to the frame lamp 53 (the first frame lamp 53A, the second frame lamp 53B, etc.) and the image display device 50 with the largest light amount in the five-stage volume range. The light level "3" is the light level that can be emitted from the frame lamp 53 (the first frame lamp 53A, the second frame lamp 53B, etc.) to the frame lamp 53 (the first frame lamp 53A, the second frame lamp 53B, etc.) and the image display device 50 with the second largest light amount after the light level "4" in the five-stage volume range. The light level "2" is the second highest light level after the light level "3" in the five-stage volume range, and is the light level at which light can be emitted from the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the image display device 50. The light level "1" is the second highest light level after the light level "2" in the five-stage volume range, and is the light level at which light can be emitted from the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the image display device 50. The light level "0" is the light level within the five volume range levels at which no light is emitted from the frame lamps 53 (first frame lamp 53A, second frame lamp 53B, etc.) and the image display device 50, i.e., the lights are turned off.

[0254] Next, the operation for changing the volume level and the light intensity level, and the display of the image representing the volume level and the light intensity level will be described. Details will be described later, but in the first embodiment, it is possible to perform the operation for changing the volume level and the light intensity level during the special chart variable display when the normal game state is set, and the image representing the volume level and the light intensity level is displayed.

[0255] First, an operation for changing the volume level and the light intensity level during the special chart variable display when the normal game state is set, and the display of an image representing the volume level and the light intensity level will be described. During the special chart variable display in the normal game state, it is basically possible to perform an operation for changing the volume level and the light intensity level, and to display an image representing the volume level and the light intensity level, regardless of the type of performance constituting the performance flow of the special chart variable performance such as normal variation and reach performance. In addition, in the pachinko game machine PY1 of the first embodiment, it is possible to perform an operation for changing the volume level and the light intensity level, and to display an image representing the volume level and the light intensity level during the execution of the customer waiting performance. In addition, when a game state other than the normal game state (for example, a jackpot game state, a high probability high base game state, etc.) is set, it is possible to perform an operation for changing the volume level and the light intensity level, and it may be possible to display an image representing the volume level and the light intensity level.

[0256] The volume level during the variable display of the special chart in the normal game state can be changed by operating the left and right buttons 42A. Operating the left button 42l of the left and right buttons 42A decreases the volume by one step. Operating the right button 42r of the left and right buttons 42A increases the volume level by one step. However, even if the left button 42l is operated when the volume level is set to the minimum step "0", the volume level remains unchanged at step "0". Similarly, even if the right button 42r is operated when the volume level is set to the maximum step "4", the volume level remains unchanged at step "4".

[0257] On the other hand, the light intensity during the variable display of the special chart in the normal game state can be changed by operating the up and down buttons 42B. Operating the down button 42d of the up and down buttons 42B decreases the light intensity by one step. Operating the up button 42u of the up and down buttons 42B increases the light intensity level by one step. However, even if the down button 42d is operated when the light intensity level is set to the minimum step "0", the light intensity level remains unchanged at step "0". Similarly, even if the up button 42u is operated when the light intensity level is set to the maximum step "4", the light intensity level remains unchanged at step "4".

[0258] In addition, when the volume level is changed by operating the left and right buttons 42A, the volume (dB) may be changed immediately after the change. For example, when the volume level is changed while sound is being output from the speaker 52, the volume level is changed while the sound is being output, and a performance sound or sound effect including a song (BGM, etc.) with a volume (dB) corresponding to the changed volume level is output, or a notification sound such as a siren is output when an abnormality occurs in the pachinko game machine PY1. In addition, when the light level is changed by operating the up and down buttons 42B, light is emitted from the image display device 50, the frame lamp 53, the board lamp 54, etc. with a light amount corresponding to the changed light level immediately after the change.

[0259] Next, the display of the image representing the volume level and the light intensity level during the special chart variable display in the normal game state will be described. The image representing the volume level and the light intensity level is displayed on the display unit 50a. In the display unit 50a, the area for displaying the image representing the volume level and the light intensity level is set in advance. As shown in FIG. 35, the volume image display area 50g1 for displaying the image representing the volume level is formed in the lower right of the display unit 50a. On the other hand, the light intensity image display area 50g2 for displaying the image representing the light intensity level is formed adjacent to and directly above the volume image display area 50g1. As shown in FIG. 35, the light intensity image display area 50g2 is formed adjacent to and directly above the volume image display area 50g1, but is not limited to this. For example, the light intensity image display area 50g2 and the volume image display area 50g1 may be set in advance to any display position in the display unit 50a as long as they are set in a display position where the player can easily check them together.

[0260] As shown in Fig. 36(A) to Fig. 36(E), a volume level image G20 indicating the volume level is displayed in the volume image display area 50g1. The volume level image G20 includes a volume scale portion G20a indicating a scale indicating the number of steps from 0 to 4, a volume pointer portion G20b indicating the set volume, and a volume identification image G20c identifying the volume level.

[0261] The volume scale section G20a is formed by a gauge extending horizontally and having five scales. The volume pointer section G20b is formed by a bar-shaped pointer displayed inside the volume scale section G20a. The volume pointer section G20b is formed by extending from the left end of the volume scale section G20a to the right by the volume. The volume identification image G20c is formed by an icon representing a general volume, and is displayed to the left of the volume scale section G20a.

[0262] FIG. 36(A) shows the volume level image G20 when the volume level is at "0". If the volume level is at "0", the volume indicator G20b is not displayed on the scale of the volume scale section G20a. If the volume level is at "1", the volume indicator G20b is displayed from the left end of the volume scale section G20a to the first scale mark on the right (FIG. 36(B)). If the volume level is at "2", the volume indicator G20b is displayed from the left end of the volume scale section G20a to the second scale mark on the right (FIG. 36(C)). If the volume level is at "3", the volume indicator G20b is displayed from the left end of the volume scale section G20a to the third scale mark on the right (FIG. 36(D)). If the volume level is at "4", the volume indicator G20b is displayed for all scale marks on the volume scale section G20a (FIG. 36(E)).

[0263] On the other hand, as shown in Fig. 36(F) to Fig. 36(J), a light amount level image G21 indicating the light amount level is displayed in the light amount image display area 50g2. The light amount level image G21 includes a light amount scale portion G21a indicating a scale indicating the step number from 0 to 4, a light amount pointer portion G21b indicating the set light amount, and a light amount identification image G21c for identifying the light amount level.

[0264] The light quantity scale section G21a is formed to extend horizontally and is configured as a gauge having four scales. The light quantity pointer section G21b is formed as a bar-shaped pointer displayed inside the light quantity scale section G21a. The light quantity pointer section G21b is formed to extend from the left end of the light quantity scale section G21a to the right by the amount of light quantity. The light quantity identification image G21c is formed as an icon representing a general light quantity, and is displayed to the left of the light quantity scale section G21a.

[0265] 36(F) shows the light amount level image G21 when the light amount is at a level of 0. If the light amount level is at a level of 0, the light amount indicator portion G21b is not displayed on the scale of the light amount scale portion G21a. If the light level step is "1", the light intensity indicator G21b is displayed from the left end of the light intensity scale section G21a to the first mark on the right (Figure 36(G)), if the light level step is "2", the light intensity indicator G21b is displayed from the left end of the light intensity scale section G21a to the second mark on the right (Figure 36(H)), if the light level step is "3", the light intensity indicator G21b is displayed from the left end of the light intensity scale section G21a to the third mark on the right (Figure 36(I)), and if the light level step is "4", the light intensity indicator G21b is displayed for all marks on the light intensity scale section G21a (Figure 36(J)).

[0266] In the following, a volume level of "0" will be referred to as "volume level '0'," and similarly, volume level stages of "1," "2," "3," and "4" will be referred to as "volume level '1'," "volume level '2'," "volume level '3'," and "volume level '4'." Additionally, a light intensity level of "0" will be referred to as "light intensity level '0'," and similarly, light intensity stages of "1," "2," "3," and "4" will be referred to as "light intensity level '1'," "light intensity level '2'," "light intensity level '3'," and "light intensity level '4'."

[0267] Next, for example, during the special chart variable display in the normal game state, a specific example will be described in which an operation for changing the volume level is performed to display the volume level image G20, and a specific example will be described in which an operation for changing the light level is performed to display the light level image G21. In addition, in the explanation of the specific example, it is assumed that the normal game state is set, the daytime normal background image G102 is displayed on the display unit 50a, and normal variation is performed. In addition, the display of the icon is omitted.

[0268] The volume level image G20 is displayed by operating the left and right buttons 42A during the variable display of the special chart in the normal game state. When the volume level image G20 is displayed, the volume level image G20 is displayed in a manner that represents the new volume level set by the operation. However, as described above, when the left button 42l is operated when the volume level "0" is set, and when the right button 42r is operated when the volume level "4" is set, the volume level does not change. Therefore, in these cases, the volume level does not change when the left and right buttons 42A are operated, but the volume level image G20 is displayed in a manner that represents the volume that has been continuously set since before the operation.

[0269] Furthermore, once the volume level image G20 is displayed, it continues to be displayed for at least five seconds after the last operation of the left / right button 42A. If the next operation of the left / right button 42A is not performed within five seconds after the last operation of the left / right button 42A, the volume level image G20 disappears when the five seconds have elapsed. In other words, once the volume level image G20 is displayed, it continues to be displayed until the period during which no operation of the left / right button 42A is performed reaches five seconds.

[0270] For example, when the volume level is set to "1" and the performance patterns EZ1 to EZ3 are displayed variably as shown in Fig. 37(A) and the volume level image G20 is not displayed, if the right button 42r is operated, the volume level is changed to "2" and the volume level image G20 in a manner representing the volume level "2" is displayed as shown in Fig. 37(B). After that, if five seconds pass without the left and right buttons 42A being operated, the volume level image G20 disappears at that time as shown in Fig. 37(C).

[0271] Also, when the volume level "1" is set, and the performance patterns EZ1 to EZ3 are displayed variably as shown in FIG. 38(A), and the volume level image G20 is not displayed, if the right button 42r is operated, the volume level is changed to "2" and the volume level image G20 in a manner representing the volume level "2" is displayed as shown in FIG. 38(B). After that, if the right button 42r is operated again before 5 seconds have elapsed since the right button 42r was operated, the volume level is changed to "3" and the display manner of the volume level image G20 changes to a manner representing the volume level "3" as shown in FIG. 38(C). In detail, the volume indicator portion G20b changes from a manner indicating the volume level "2" to a manner indicating the volume level "3". Then, if 5 seconds have elapsed without the left and right buttons 42A being operated, the volume level image G20 disappears at that time as shown in FIG. 38(D).

[0272] Also, the light level image G21 is displayed by operating the up / down button 42B during the variable display of the special chart in the normal game state. When the light level image G21 is displayed, the light level image G21 is displayed in a manner that represents the new light level set by the operation. However, as described above, when the down button 42d is operated when the light level "0" is set, and when the up button 42u is operated when the light level "4" is set, the light level does not change. Therefore, in these cases, the light level does not change when the up / down button 42B is operated, but the light level image G21 is displayed in a manner that represents the light level that has been continuously set since before the operation.

[0273] Furthermore, once the light intensity level image G21 is displayed, it remains displayed for at least five seconds after the last operation of the up / down button 42B. If the next operation of the up / down button 42B is not performed within five seconds after the last operation of the up / down button 42B, the light intensity level image G21 disappears when the five seconds have elapsed. In other words, once the light intensity level image G21 is displayed, it remains displayed until the period during which no operation of the up / down button 42B has been performed reaches five seconds.

[0274] For example, when the light intensity level "1" is set, the performance symbols EZ1 to EZ3 are displayed variably as shown in Fig. 39(A), and the light intensity level image G21 is not displayed, if the up button 42u is operated, the light intensity level is changed to "2" and the light intensity level image G21 in a state representing the light intensity level "2" is displayed as shown in Fig. 39(B). After that, if five seconds pass without the up / down button 42B being operated, the light intensity level image G21 disappears at that time as shown in Fig. 39(C).

[0275] Also, when the light intensity level "1" is set, and the performance patterns EZ1 to EZ3 are displayed variably as shown in FIG. 40(A), and the light intensity level image G21 is not displayed, if the up button 42u is operated, the light intensity level is changed to "2" and the light intensity level image G21 in a state representing the light intensity level "2" is displayed as shown in FIG. 40(B). After that, if the up button 42u is operated again before 5 seconds have elapsed since the up button 42u was operated, the light intensity level is changed to "3" and the display state of the light intensity level image G21 changes to a state representing the light intensity level "3" as shown in FIG. 40(C). In detail, the light intensity indicator part G21b changes from a state indicating the light intensity level "2" to a state indicating the light intensity level "3". Then, if 5 seconds have elapsed without the up / down button 42B being operated, the light intensity level image G21 disappears at that time point as shown in FIG. 40(D).

[0276] Next, a specific example will be described in which an operation for changing the volume level and an operation for changing the light level are performed during the variable display of the special chart in the normal game state, and the volume level image G20 and the light level image G21 are displayed simultaneously. In this specific example, the normal game state is also set, the daytime normal background image G102 is displayed on the display unit 50a, and normal variation is performed. In addition, the display of icons is omitted. Furthermore, in each specific example, the volume level "1" and the light level "1" are set.

[0277] As a specific example, as shown in Fig. 41(A), when neither the volume level image G20 nor the light intensity level image G21 is displayed, operating the right button 42r changes the volume level to "2," and displays the volume level image G20 in a manner representing the volume level "2," as shown in Fig. 41(B). When the right button 42r is further operated while this volume level image G20 is displayed, the volume level is changed to "3," and the display manner of the volume level image G20 changes to a manner representing the volume level "3," as shown in Fig. 41(C).

[0278] Subsequently, when the up button 42u is operated while the volume level image G20 is displayed, the light level is changed to "2" and the light level image G21 is displayed in a manner representing the light level "2" as shown in Fig. 41(D). When the up button 42u is further operated while this light level image G21 is displayed, the light level is changed to "3" and the display manner of the light level image G21 changes to a manner representing the light level "3" as shown in Fig. 41(E).

[0279] Then, when five seconds have passed since the operation to change to the volume level "3" has been performed without the left / right button 42A being operated, the volume level image G20 disappears at that time point, as shown in Fig. 41(F). Next, when five seconds have passed since the operation to change to the light intensity level "3" has been performed without the up / down button 42B being operated, the light intensity level image G21 disappears at that time point, as shown in Fig. 41(G).

[0280] 7-6. Mini character preview and logo background preview in the first embodiment In the pachinko game machine PY1 of the first embodiment, a mini character notice (first suggestion performance) using the image display device 50, the speaker 52, the frame lamp 53, and the board lamp 54 can be executed as a notice performance at any timing during the special chart change performance in the normal game state. The mini character notice functions as a notice performance suggesting the result of the big win determination or the result of the special chart change pattern determination by displaying a character on the display unit 50a of the image display device 50 and continuously outputting a sound effect of "pi-con" (hereinafter also referred to as a mini character notice sound effect) from the speaker 52 (in this example, the right speaker 52R) during the execution of the mini character notice. In addition, in the pachinko game machine PY1 of the first embodiment, a LOGO background notice (second suggestion performance) using the image display device 50, the speaker 52, the frame lamp 53, and the board lamp 54 can be executed as a notice performance at any timing during the special chart change performance in the normal game state. The LOGO background preview functions as a preview performance suggesting the result of the jackpot determination or the result of the special chart variation pattern determination by displaying a background image dedicated to the LOGO background preview on the display unit 50a of the image display device 50 and continuously outputting a "shakin" sound effect (hereinafter also referred to as the LOGO background preview sound effect) from the speaker 52 (in this example, the left speaker 52L) during the execution of the LOGO background preview. In the pachinko game machine PY1 of the first embodiment, the LOGO background preview functions as a preview performance suggesting that the probability of a jackpot is higher than that of the mini character preview.

[0281] In the pachinko game machine PY1 of the first embodiment, when the mini character advance sound effect is output from the speaker 52, if the volume level is changed by the player's operation (predetermined operation) of the left and right buttons 42A, the mini character advance sound effect is output from the speaker 52 at a volume (dB) corresponding to the changed volume level immediately after the change. Also, for example, when the volume level is set to "4" and the mini character advance sound effect is output from the right speaker 52R, the volume of the mini character advance sound effect is the volume corresponding to the volume level "4". On the other hand, when the LOGO background advance sound effect is output from the speaker 52, even if the volume level is changed by the player's operation of the left and right buttons 42A, the LOGO background advance sound effect is not output from the speaker 52 at a volume (dB) corresponding to the changed volume level, but is output at a volume (maximum 88.0 dB) corresponding to the volume level "2". Also, for example, even if the volume level is set to "4" and the LOGO background preview sound effect is output from the right speaker 52R, the volume of the LOGO background preview sound effect will be the volume corresponding to volume level "2" (maximum 88.0 dB) rather than volume level "4."

[0282] Next, using Figure 42, we will explain the timing at which the mini character announcement is executed during the execution of the special chart change performance in the normal game state, and the timing at which the LOGO background announcement is executed during the execution of the special chart change performance in the normal game state.

[0283] First, using FIG. 42(A), the timing at which only the mini character notice is executed during the special chart change performance executed based on any one of the special chart 1 change patterns "P01" to "P06" will be described. As shown in FIG. 42(A), when a predetermined time (for example, 4 seconds) has elapsed since the execution of the special chart change performance started based on any one of the special chart 1 change patterns "P01" to "P06", the execution of the mini character notice starts (timing Ta), and then the execution of the mini character notice ends (timing Tb). Note that from the start of the execution of the mini character notice until the execution of the mini character notice ends, the speaker 52 (in this example, the right speaker 52R) continues to output the mini character notice sound effect of "Pikone".

[0284] Next, using FIG. 42(B), the timing when only the LOGO background notice is executed during the special chart change performance executed based on any one of the special chart 1 change patterns "P01" to "P06" will be described. As shown in FIG. 42(B), when a predetermined time (for example, 4 seconds) has elapsed since the execution of the special chart change performance started based on any one of the special chart 1 change patterns "P01" to "P06", the execution of the LOGO background notice starts (timing Tc), and then the execution of the LOGO background notice ends (timing Td). Note that the LOGO background notice sound effect "Shakin" continues to be output from the speaker 52 (in this example, the left speaker 52L) from the start of the execution of the LOGO background notice until the execution of the LOGO background notice ends.

[0285] Next, using FIG. 42(C), the timing at which the mini character notice and the LOGO background notice are executed together during the special chart change performance executed based on any one of the special chart 1 change patterns "P01" to "P06" will be described. As shown in FIG. 42(C), when a predetermined time (for example, 4 seconds) has elapsed since the execution of the special chart change performance started based on any one of the special chart 1 change patterns "P01" to "P06", the execution of the mini character notice and the LOGO background notice starts together (timing Te), and then the execution of the mini character notice and the LOGO background notice ends together (timing Tf). Note that from the start of the execution of the mini character notice and the LOGO background notice together until the execution of the mini character notice and the LOGO background notice ends together, the left speaker 52L continues to output the LOGO background notice sound effect "Shakin" and the right speaker 52R continues to output the mini character notice sound effect "Pikone".

[0286] Next, the volume of the mini character preview sound effect and the volume of the LOGO background preview sound effect will be explained using Figures 43 to 48. The timing charts shown in Figures 43 to 48 show the output timing of the performance sound from the speaker 52 during the special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06".

[0287] First, with reference to FIG. 43, a case where a mini character announcement sound effect is output from the speaker 52 when a mini character announcement is executed during a special chart change performance will be described. As shown in FIG. 43, during a special chart change performance executed based on any one of the special chart 1 change patterns "P01" to "P06", BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the volume level of the BGM corresponding to the first normal performance mode is maintained at "4", and the maximum volume corresponding to the volume level "4" is output from the speaker 52 at 95.0 dB.

[0288] After that, during the execution of the special chart variation performance, the execution of the mini character announcement starts, and at the same time, the output of the background music corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the output of the mini character announcement sound effect starts from the right speaker 52R (timing T1). The mini character announcement sound effect is output from the right speaker 52R at a maximum volume of 95.0 dB corresponding to the volume level "4" (timing T1).

[0289] If the mini character announcement continues during the execution of the special chart change performance, the mini character announcement sound effect continues to be output from the right speaker 52R at a volume (maximum 95.0 dB) corresponding to the volume level "4". After that, when the execution of the mini character announcement ends during the execution of the special chart change performance, the output of the mini character announcement sound effect from the right speaker 52R ends, and BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T2). Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to the volume level "4".

[0290] Next, with reference to FIG. 44, a case where a LOGO background notice sound effect is output from the speaker 52 when a LOGO background notice is executed during a special chart change performance will be described. As shown in FIG. 44, during a special chart change performance executed based on any one of the special chart 1 change patterns "P01" to "P06", BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to the volume level "4".

[0291] After that, while the special chart change performance is being performed, the performance of the LOGO background notice is started, and at the same time, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the output of the LOGO background notice sound effect from the left speaker 52L is started during the performance of the LOGO background notice (timing T3). The LOGO background notice sound effect is output from the left speaker 52L at a maximum volume of 88.0 dB corresponding to the volume level "2" (timing T3).

[0292] If the execution of the LOGO background notice continues during the execution of the special chart change performance, the LOGO background notice sound effect continues to be output from the left speaker 52L at a volume corresponding to the volume level "2". After that, at the same time that the execution of the mini character notice ends during the execution of the special chart change performance, the output of the LOGO background notice sound effect from the left speaker 52L ends, and the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T4). Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to the volume level "4".

[0293] Next, with reference to FIG. 45, a case will be described in which the LOGO background notice sound effect and the mini character notice sound effect are output from the speaker 52 together when the LOGO background notice and the mini character notice are executed together during the special chart change performance. As shown in FIG. 45, during the special chart change performance executed based on any one of the special chart 1 change patterns "P01" to "P06", the left speaker 52L and the right speaker 52R output BGM corresponding to the first normal performance mode. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to the volume level "4".

[0294] After that, during the execution of the special chart change performance, the execution of the mini character preview and the execution of the LOGO background preview start at the same time, and at the same time, the volume level is changed from "4" to "0", so that the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the output of the LOGO background preview sound effect starts from the left speaker 52L during the execution of the LOGO background preview, and the output of the mini character preview sound effect starts from the right speaker 52R during the execution of the mini character preview (timing T5). The LOGO background preview sound effect is output from the left speaker 52L at a maximum volume of 88.0 dB corresponding to the volume level "2" (timing T5). The mini character preview sound effect is output from the right speaker 52R at a maximum volume of 95.0 dB corresponding to the volume level "4" (timing T5).

[0295] If the mini character announcement and the LOGO background announcement are being continued during the execution of the special chart change performance, the LOGO background announcement effect continues to be output from the left speaker 52L at the maximum volume corresponding to the volume level "2", and the mini character announcement sound effect continues to be output from the right speaker 52R at the maximum volume corresponding to the volume level "4". After that, when the execution of the mini character announcement and the LOGO background announcement ends during the execution of the special chart change performance, the output of the mini character announcement sound effect from the right speaker 52R and the output of the LOGO background announcement sound effect from the left speaker 52L end, and the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T6). Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at the maximum volume of 95.0 dB corresponding to the volume level "4".

[0296] Using FIG. 46, a case where the left and right buttons 42A are operated while a mini character preview sound effect is being output from the right speaker 52R will be described. As shown in FIG. 46, during a special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06", BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to the volume level "4".

[0297] After that, during the execution of the special chart variation performance, the execution of the mini character announcement starts, and at the same time, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the output of the mini character announcement sound effect starts from the right speaker 52R (timing T7). The mini character announcement sound effect is output from the right speaker 52R at a maximum volume of 95.0 dB corresponding to the volume level "4" (timing T7).

[0298] As shown in FIG. 46, if the execution of the mini character announcement continues during the execution of the special chart variation performance, the mini character announcement sound effect continues to be output from the right speaker 52R at a volume corresponding to the volume level "4". When the left button 42l of the left and right buttons 42A is operated once (timing T8) while the mini character announcement sound effect is output from the right speaker 52R at a volume corresponding to the volume level "4", the volume level is decreased by one step, and the volume of the mini character announcement sound effect output from the right speaker 52R is changed from the volume corresponding to the volume level "4" (maximum 95.0 dB) to the volume corresponding to the volume level "3" (maximum 90.0 dB) (timing T8).

[0299] Next, when a mini character preview sound effect is being output from the right speaker 52R at a volume corresponding to volume level "3" (maximum 90.0 dB) while a mini character preview is being executed, if the left button 42l of the left / right buttons 42A is operated once (timing T9), the volume level is decreased by one step, and the volume of the mini character preview sound effect being output from the right speaker 52R is changed from the volume corresponding to volume level "3" (maximum 90.0 dB) to the volume corresponding to volume level "2" (maximum 88.0 dB) (timing T9).

[0300] Next, when a mini character preview sound effect is being output from the right speaker 52R at a volume corresponding to volume level "2" (maximum 88.0 dB) while a mini character preview is being executed, if the left button 42l of the left / right buttons 42A is operated once (timing T10), the volume level is decreased by one step, and the volume of the mini character preview sound effect being output from the right speaker 52R is changed from the volume corresponding to volume level "2" (maximum 88.0 dB) to the volume corresponding to volume level "1" (maximum 85.0 dB) (timing T10).

[0301] Next, when a mini character preview sound effect is being output from the right speaker 52R at a volume corresponding to volume level "1" (maximum 85.0 dB) while a mini character preview is being executed, if the right button 42r of the left / right buttons 42A is operated once (timing T11), the volume level is increased by one step, and the volume of the mini character preview sound effect being output from the right speaker 52R is changed from the volume corresponding to volume level "1" (maximum 85.0 dB) to the volume corresponding to volume level "2" (maximum 88.0 dB) (timing T11).

[0302] Then, at the same time that the execution of the mini character announcement ends during the execution of the special chart variation performance, the output of the mini character announcement sound effect from the right speaker 52R ends, and BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T12). Note that BGM corresponding to the first normal performance mode with a volume (maximum 88.0 dB) corresponding to the volume level "2" is output from the speaker 52. In the pachinko game machine PY1 of the first embodiment, even if the BGM corresponding to the first normal performance mode is not output from the speaker 52 during the execution of the mini character announcement, when the left and right buttons 42A are pressed and the volume level is changed, performance sounds and sound effects including music (BGM, etc.) are output at the maximum volume corresponding to the changed volume level, or when an abnormality occurs in the pachinko game machine PY1, a notification sound such as a siren is output.

[0303] Using FIG. 47, a case where the left and right buttons 42A are operated while the LOGO background preview sound effect is being output from the left speaker 52L will be described. As shown in FIG. 47, during a special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06", BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to the volume level "4".

[0304] After that, during the execution of the special chart change performance, the execution of the LOGO background notice starts, and at the same time, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and the output of the LOGO background notice sound effect starts from the left speaker 52L (timing T13). The LOGO background notice sound effect is output from the left speaker 52L at a maximum volume of 88.0 dB corresponding to the volume level "2" (timing T13). The current volume level is "4".

[0305] If the execution of the LOGO background notice continues during the execution of the special chart change performance, the LOGO background notice sound effect continues from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to the volume level "2". When the LOGO background notice sound effect at a volume (maximum 88.0) corresponding to the volume level "2" is output from the left speaker 52L, even if the left button 42l of the left / right button 42A is operated once to reduce the volume level from "4" to "3", the LOGO background notice sound effect at a volume (maximum 88.0 dB) corresponding to the volume level "2" of the LOGO background notice sound effect output from the left speaker 52L continues to be output (timing T14).

[0306] Next, when a LOGO background preview sound effect at volume level "2" is being output from left speaker 52L while the LOGO background preview is being executed, even if the left button 42l of left / right button 42A is operated once to reduce the volume level from "3" to "2," the LOGO background preview sound effect at a volume (maximum 88.0 dB) corresponding to the volume level "2" of the LOGO background preview sound effect being output from left speaker 52L continues to be output (timing T15).

[0307] Next, when a LOGO background preview sound effect at a volume level of "2" is being output from the left speaker 52L while the LOGO background preview is being executed, even if the left button 42l of the left / right button 42A is operated once to reduce the volume level from "2" to "1," the volume of the LOGO background preview sound effect being output from the left speaker 52L will continue to be "2" (timing T16).

[0308] Next, when a LOGO background preview sound effect at volume level "2" is being output from left speaker 52L while the LOGO background preview is being executed, even if the right button 42r of left / right button 42A is operated once to increase the volume level from "1" to "2," the LOGO background preview sound effect will continue to be output at a volume (maximum 88.0 dB) corresponding to the volume level "2" of the LOGO background preview sound effect being output from left speaker 52L (timing T17).

[0309] Then, at the same time that the execution of the notice ends during the execution of the special chart change performance, the output of the LOGO background notice sound effect from the left speaker 52L ends, and the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T18). Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 88.0 dB corresponding to the volume level "2" (timing T18). In the pachinko game machine PY1 of the first embodiment, even if the BGM corresponding to the first normal performance mode is not output from the speaker 52 during the execution of the LOGO background notice, the volume level can be changed by pressing the left and right buttons 42A, so that the BGM corresponding to the first normal performance mode at the volume level "2" is output.

[0310] Using FIG. 48, a case where the left and right buttons 42A are operated while a mini character preview sound effect is being output from the right speaker 52R and a LOGO background preview sound effect is being output from the left speaker 52L will be described. As shown in FIG. 48, during a special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06", BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to the volume level "4".

[0311] After that, during the execution of the special chart change performance, the execution of the mini character announcement and the execution of the LOGO background announcement start together, and at the same time, the output of the BGM corresponding to the first normal presentation mode from the left speaker 52L and the right speaker 52R ends (timing T19), and the output of the mini character announcement sound effect from the right speaker 52R and the output of the LOGO background announcement sound effect from the left speaker 52L start together. Note that the mini character announcement sound effect output from the right speaker 52R during the execution of the mini character announcement has a volume (maximum 95.0 dB) corresponding to the volume level "4", and the LOGO background announcement sound effect output from the left speaker 52L during the execution of the LOGO background announcement has a volume (maximum 88.0 dB) corresponding to the volume level "2" (timing T19).

[0312] If the mini character announcement and the LOGO background announcement are both continuing to be executed during the special chart change performance, the mini character announcement sound effect continues to be output from the right speaker 52R at a volume level of "4" (maximum 95.0 dB), and the LOGO background announcement sound effect continues to be output from the left speaker 52L at a volume level of "2" (maximum 88.0 dB). When a mini character preview sound effect at volume level "4" is being output from the right speaker 52R and a LOGO background preview sound effect at volume level "2" is being output from the left speaker 52L, if the left button 42l of the left / right buttons 42A is operated once (timing T20), the volume of the mini character preview sound effect is decreased by one level, and the volume level of the mini character preview sound effect output from the right speaker 52R is changed from the volume corresponding to "4" (maximum 95.0 dB) to the volume corresponding to volume level "3" (maximum 90.0 dB), but the LOGO background preview sound effect is output from the left speaker 52L at the volume corresponding to volume level "2" (maximum 88.0 dB) (timing T20).

[0313] When a mini character preview sound effect is output from the right speaker 52R at a volume (maximum 90.0 dB) corresponding to volume level "3" and a LOGO background preview sound effect is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2," if the left button 42l of the left / right buttons 42A is operated once (timing T21), the volume of the mini character preview sound effect is decreased by one level, and the volume of the mini character preview sound effect output from the right speaker 52R is changed from the volume (maximum 90.0 dB) corresponding to volume level "3" to the volume (maximum 88.0 dB) corresponding to volume level "2," but the LOGO background preview sound effect is output from the left speaker 52L at the volume (maximum 88.0 dB) corresponding to volume level "2" (timing T21).

[0314] When a mini character preview sound effect is output from the right speaker 52R at a volume (maximum 88.0 dB) corresponding to volume level "2" and a LOGO background preview sound effect is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2," if the left button 42l of the left / right buttons 42A is operated once (timing T22), the volume of the mini character preview sound effect is decreased by one step and changed from the volume (maximum 88.0 dB) corresponding to volume level "2" of the mini character preview sound effect output from the right speaker 52R to the volume (maximum 85.0 dB) corresponding to volume level "1," but the LOGO background preview sound effect is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2" (timing T22).

[0315] When a mini character preview sound effect is output from the right speaker 52R at a volume (maximum 85.0 dB) corresponding to volume level "1" and a LOGO background preview sound effect is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2," if the right button 42r of the left / right button 42A is operated once (timing T23), the volume level of the mini character preview sound effect is increased by one level and changed from the volume (maximum 85.0 dB) corresponding to volume level "1" of the mini character preview sound effect output from the right speaker 52R to the volume (maximum 88.0 dB) corresponding to volume level "2," but the LOGO background preview sound effect is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to volume level "2" (timing T23).

[0316] Then, when the mini character announcement and the LOGO background announcement are both terminated during the execution of the special chart variation performance, the output of the mini character announcement sound effect from the right speaker 52R is terminated, and the output of the LOGO background announcement sound effect from the left speaker 52L is also terminated, and the BGM corresponding to the first normal performance mode is output from the left speaker 52L and the right speaker 52R (timing T24). Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a volume (maximum 88.0 dB) corresponding to the volume level "2". In the pachinko game machine PY1 of the first embodiment, when the BGM corresponding to the first normal performance mode is not output from the speaker 52 during the execution of the mini character announcement, if the volume level is changed by pressing the left and right buttons 42A, the BGM corresponding to the first normal performance mode will be output from the speaker 52 at a volume corresponding to the changed volume level.

[0317] 7-7. Example of the first embodiment The advance notice effects (mini character advance notice, LOGO background advance notice) executed in the pachinko gaming machine PY1 of the first embodiment will be described with reference to Fig. 49 to Fig. 53. Note that in Fig. 49 to Fig. 53, display of icons is omitted.

[0318] First, a case where a mini character announcement is executed during the execution of a special chart variation performance in a normal game state and the left and right buttons 42A are not pressed will be described with reference to Fig. 49. The example of the performance shown in Fig. 49 is an example of a performance in which a mini character announcement is executed during a special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06".

[0319] As shown in FIG. 49(A), during the execution of the special symbol variation performance in the normal game state, the left speaker 52L and the right speaker 52R output BGM corresponding to the first normal performance mode. Note that the BGM corresponding to the first normal performance mode is output from the speaker 52 at a maximum volume of 95.0 dB corresponding to the volume level "4". Also, as shown in FIG. 49(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 49(A), since the normal variation is being performed, the variation display of the performance symbols EZ1 to EZ3 is being performed on the display unit 50a, and the variation display of the small symbols KZ1 to KZ3 is also being performed.

[0320] After that, when a mini character notice is executed as a notice performance during the execution of the special chart change performance in the normal game state, the display proceeds to the performance example shown in FIG. 49(B). As shown in FIG. 49(B), when a mini character notice is executed during the execution of the special chart change performance in the normal game state, a mini character image MK showing a small bear character is displayed below the display unit 50a. The mini character image MK functions as a performance image suggesting the possibility that the lottery result of the special chart will be a jackpot. Also, as shown in FIG. 49(B), when a mini character notice is executed during the execution of the special chart change performance in the normal game state, the volume level is changed from "4" to "0", so that the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and a mini character notice sound effect (for example, a beep) is output from the right speaker 52R. The volume of the mini-character preview sound effect (e.g., a beep) output from right speaker 52R while the mini-character preview is being executed is a volume corresponding to volume level "4" (maximum 95.0 dB).

[0321] After that, when the execution of the mini character announcement is finished during the execution of the special chart variation performance in the normal game state, the display proceeds to the performance example shown in FIG. 49(C). When the execution of the mini character announcement in the special chart variation performance is finished, the display of the mini character image MK on the display unit 50a ends, the output of the mini character announcement sound effect (for example, a beep) from the right speaker 52R ends, and the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is output. The volume of the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is the volume (maximum 95.0 dB) corresponding to the volume level "4". Also, as shown in FIG. 49(C), since the normal variation is being performed, the display unit 50a is displaying the variation of the performance patterns EZ1 to EZ3, and the variation of the small patterns KZ1 to KZ3 is also being displayed.

[0322] Next, a case where a mini character announcement is executed during the execution of a special chart variation performance in a normal game state and the left and right buttons 42A are pressed will be described with reference to Fig. 50. The example of the performance shown in Fig. 50 is an example of a performance in which a mini character announcement is executed during a special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06".

[0323] As shown in FIG. 50(A), during the execution of the special symbol variation performance in the normal game state, the left speaker 52L and the right speaker 52R output BGM corresponding to the first normal performance mode. The volume of the BGM corresponding to the first normal performance mode output from the speaker 52 is a volume (maximum 95.0 dB) corresponding to the volume level "4". Also, as shown in FIG. 50(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 50(A), since the normal variation is being performed, the variation display of the performance symbols EZ1 to EZ3 is being performed on the display unit 50a, and the variation display of the small symbols KZ1 to KZ3 is also being performed.

[0324] After that, when a mini character announcement is executed as an announcement performance during the execution of the special chart change performance in the normal game state, a mini character image MK is displayed below the display unit 50a. When a mini character announcement is executed during the execution of the special chart change performance in the normal game state, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and a mini character announcement sound effect (e.g., a beep) is output from the right speaker 52R. The volume of the mini character announcement sound effect (e.g., a beep) output from the right speaker 52R during the execution of the mini character announcement is a volume (maximum 88.0 dB) corresponding to the volume level "2".

[0325] In the case where a mini character announcement is executed in the special chart variation performance in the normal game state, and a mini character announcement sound effect (e.g., a beep) of a volume (maximum 95.0 dB) corresponding to the volume level "4" is output from the right speaker 52R, when the left button 42l of the left and right buttons 42A is operated once, the volume level is decreased by one step, and the volume of the mini character announcement sound effect output from the right speaker 52R is changed from the volume (maximum 95.0 dB) corresponding to the volume level "4" to the volume (maximum 90.0 dB) corresponding to the volume level "3", and the volume level image G20 in a manner representing the volume level "3" is displayed in the volume image display area 50g1 of the display unit 50a. In detail, the volume indicator part G20b changes from the manner indicating the volume level "4" to the manner indicating the volume level "3". Then, when five seconds have passed without the left and right buttons 42A being operated, the volume level image G20 disappears at that time.

[0326] Then, when the mini character announcement is ended during the execution of the special chart variation performance in the normal game state, the display proceeds to the performance example shown in FIG. 50(C). When the execution of the mini character announcement in the special chart variation performance is ended, the display of the mini character image MK on the display unit 50a ends, the output of the mini character announcement sound effect (for example, a beep) from the right speaker 52R ends, and the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is output. The volume of the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is the volume (maximum 90.0 dB) corresponding to the volume level "3". Also, as shown in FIG. 50(C), since the normal variation is being performed, the display unit 50a is displaying the variation of the performance patterns EZ1 to EZ3, and the variation of the small patterns KZ1 to KZ3 is also being displayed.

[0327] Next, a case where the LOGO background notice is executed during the execution of the special chart variation performance in the normal game state and the left and right buttons 42A are not pressed will be described with reference to Fig. 51. The performance example shown in Fig. 51 is a performance example when the LOGO background notice is executed during the special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06".

[0328] As shown in FIG. 51(A), during the execution of the special symbol variation performance in the normal game state, the left speaker 52L and the right speaker 52R output BGM corresponding to the first normal performance mode. The volume of the BGM corresponding to the first normal performance mode output from the speaker 52 is maintained at a volume (maximum 95.0 dB) corresponding to the volume level "4". Also, as shown in FIG. 51(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 51(A), since the normal variation is being performed, the variation display of the performance symbols EZ1 to EZ3 is being performed on the display unit 50a, and the variation display of the small symbols KZ1 to KZ3 is also being performed.

[0329] After that, when a LOGO background notice is executed as a notice during execution of the special chart change performance in the normal game state, the daytime normal background image G102 displayed on the display unit 50a (see FIG. 51(A)) is replaced by a background image G209 for LOGO background notice in which the main character LOGO is engaged in a battle (see FIG. 51(B) and FIG. 51(C)). The background image G209 for LOGO background notice is composed of a video in which the main character LOGO's battle unfolds. The story content of the video related to the background image G209 for LOGO background notice can be set appropriately. The background image G209 for LOGO background notice functions as a background image that suggests the possibility that the special chart lottery result will be a jackpot. Also, as shown in Fig. 51(B), when a LOGO background notice is executed during the execution of a special chart variation performance in a normal game state, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and a LOGO background notice sound effect (e.g., Shakin) is output from the left speaker 52L. The volume of the LOGO background notice sound effect (e.g., Shakin) output from the left speaker 52L during the execution of the LOGO background notice is the volume (maximum 88.0 dB) corresponding to the volume level "2".

[0330] After that, when the execution of the LOGO background notice is finished during the execution of the special chart change performance in the normal game state, the display of the background image G209 for the LOGO background notice on the display unit 50a ends, the output of the LOGO background notice sound effect (for example, Shakin) from the left speaker 52L ends, and the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is output. The volume of the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is the volume (maximum 95.0 dB) corresponding to the volume level "4". After the LOGO background notice ends, the special chart change performance develops into N reach.

[0331] Next, a case where the LOGO background notice is executed during the execution of the special chart variation performance in the normal game state and the left and right buttons 42A are not pressed will be described with reference to Fig. 52. The performance example shown in Fig. 52 is a performance example when the LOGO background notice is executed during the special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06".

[0332] As shown in FIG. 52(A), during the execution of the special symbol variation performance in the normal game state, the left speaker 52L and the right speaker 52R output BGM corresponding to the first normal performance mode. The volume of the BGM corresponding to the first normal performance mode output from the speaker 52 is a volume (maximum 95.0 dB) corresponding to the volume level "4". Also, as shown in FIG. 52(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 52(A), since the normal variation is being performed, the variation display of the performance symbols EZ1 to EZ3 is being performed on the display unit 50a, and the variation display of the small symbols KZ1 to KZ3 is also being performed.

[0333] After that, when a LOGO background notice is executed as a notice performance during the execution of a special chart change performance in a normal game state, the background image G209 for LOGO background notice in which the main character LOGO is battling is displayed from the daytime normal background image G102 displayed on the display unit 50a (see FIG. 52(A)) (see FIG. 52(B) and FIG. 52(C)). When a LOGO background notice is executed during the execution of a special chart change performance in a normal game state, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and a LOGO background notice sound effect (e.g., Shakin) is output from the left speaker 52L. The volume of the LOGO background notice sound effect (e.g., Shakin) output from the left speaker 52L during the execution of the LOGO background notice is the volume (maximum 88.0 dB) corresponding to the volume level "2".

[0334] 52(B), when a LOGO background notice sound effect (e.g., a "shakin" sound) with a volume (maximum 88.0 dB) corresponding to the volume level "2" is being output from the left speaker 52L, pressing the left button 42l of the left / right button 42A once reduces the volume level by one step from "4" to "3", and a volume level image G20 representing the volume level "3" is displayed in the volume image display area 50g1 of the display unit 50a. This allows the player to understand that the volume level has been reduced by one step from "4" to "3", by displaying the volume level image G20 representing the volume level "3" in the volume image display area 50g1 of the display unit 50a. On the other hand, when a LOGO background preview sound effect (e.g., a "shake" sound) is being output from the left speaker 52L at a volume corresponding to volume level "2" (maximum 88.0 dB), even if the left button 42l of the left / right button 42A is pressed once, the volume of the LOGO background preview sound effect (e.g., a "shake" sound) being output from the left speaker 52L will not be changed from the volume corresponding to volume level "2" (maximum 88.0 dB).

[0335] Next, as shown in FIG. 52(C), in the case where a LOGO background notice sound effect (e.g., a "shakin" sound) with a volume (maximum 88.0 dB) corresponding to the volume level "3" is output from the left speaker 52L, if the left button 42l of the left / right button 42A is pressed twice in succession again before 5 seconds have elapsed since the last pressing operation of the left / right button 42A, the volume level is reduced by two steps from "3" to "1", and the volume level image G20 in the manner representing the volume level "3" displayed in the volume image display area 50g1 of the display unit 50a is changed to the volume level image G20 in the manner representing the volume level "1". As a result, the volume level image G20 in the manner representing the volume level "1" is displayed in the volume image display area 50g1 of the display unit 50a, so that the player can understand that the volume level has been reduced by one step from "2" to "1". On the other hand, when a LOGO background preview sound effect (e.g., a "shake" sound) is being output from the left speaker 52L at a volume corresponding to volume level "2" (maximum 88.0 dB), even if the left button 42l of the left / right button 42A is pressed once, the volume of the LOGO background preview sound effect (e.g., a "shake" sound) being output from the left speaker 52L will not be changed from the volume corresponding to volume level "2" (maximum 88.0 dB).

[0336] After that, when the execution of the LOGO background notice is finished during the execution of the special chart change performance in the normal game state, the display of the background image G209 for the LOGO background notice on the display unit 50a ends, the output of the LOGO background notice sound effect (for example, Shakin) from the left speaker 52L ends, and the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is output. The volume of the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is the volume (maximum 90.0 dB) corresponding to the volume level "1". After the LOGO background notice ends, the special chart change performance progresses to N reach.

[0337] Next, a case where a mini character notice and a LOGO background notice are executed together during the execution of a special chart variation performance in a normal game state and the left and right buttons 42A are not pressed will be described with reference to Fig. 53. The performance example shown in Fig. 53 is a performance example in which a LOGO background notice and a mini character notice are executed during a special chart variation performance executed based on any one of the special chart 1 variation patterns "P01" to "P06".

[0338] As shown in FIG. 53(A), during the execution of the special symbol variation performance in the normal game state, the left speaker 52L and the right speaker 52R output BGM corresponding to the first normal performance mode. The volume of the BGM corresponding to the first normal performance mode output from the speaker 52 is a volume (maximum 95.0 dB) corresponding to the volume level "4". Also, as shown in FIG. 53(A), the normal game state is set, and the daytime normal background image G102 is displayed on the display unit 50a. Also, as shown in FIG. 53(A), since the normal variation is being performed, the variation display of the performance symbols EZ1 to EZ3 is being performed on the display unit 50a, and the variation display of the small symbols KZ1 to KZ3 is also being performed.

[0339] After that, when a mini character announcement and a LOGO background announcement are executed as an announcement performance during the execution of a special chart change performance in a normal game state, the background image G209 for LOGO background announcement in which the main character LOGO is battling is displayed from the daytime normal background image G102 displayed on the display unit 50a (see FIG. 53(A)), and a mini character image MK is displayed at the bottom of the display unit 50a (see FIG. 53(B) and FIG. 53(C)). When a LOGO background announcement is executed during the execution of a special chart change performance in a normal game state, the output of the BGM corresponding to the first normal performance mode from the left speaker 52L and the right speaker 52R ends, and a mini character announcement sound effect (e.g., a beep) is output from the right speaker 52R, and a LOGO background announcement sound effect (e.g., a shakin') is output from the left speaker 52L. The volume of the mini character preview sound effect (e.g., beep) output from the right speaker 52R during the execution of the mini character preview is a volume corresponding to volume level "4" (maximum 95.0 dB). On the other hand, the volume of the LOGO background preview sound effect (e.g., shake) output from the left speaker 52L during the execution of the LOGO background preview is a volume corresponding to volume level "2" (maximum 88.0 dB).

[0340] Then, as shown in FIG. 53(B), when a mini character preview sound effect (e.g., a beep) at a volume corresponding to volume level "4" (maximum 95.0 dB) is being output from the right speaker 52R and a LOGO background preview sound effect (e.g., a shake) at a volume corresponding to volume level "2" (maximum 88.0 dB) is being output from the left speaker 52L, if the left button 42l of the left / right buttons 42A is pressed once, the volume of the mini character preview sound effect is decreased by one step, and the volume of the mini character preview sound effect output from the right speaker 52R is changed from the volume corresponding to volume level "4" (maximum 95.0 dB) to the volume corresponding to volume level "3" (maximum 90.0 dB), but the volume of the LOGO background preview sound effect remains at the volume corresponding to volume level "2" (maximum 88.0 dB). In addition, when the left button 42l of the left / right button 42A is pressed once, the volume level is changed from "4" to "3," and a volume level image G20 representing the volume level "3" is displayed in the volume image display area 50g1 of the display unit 50a.

[0341] Next, when a mini character preview sound effect (e.g., a beep) is output from the right speaker 52R at a volume (maximum 90.0 dB) corresponding to a volume level "3" and a LOGO background preview sound effect (e.g., a bang) is output from the left speaker 52L at a volume (maximum 88.0 dB) corresponding to a volume level "2", if the left button 42l of the left and right buttons 42A is pressed twice in succession before 5 seconds have elapsed since the last operation of the left and right buttons 42A, the volume of the mini character preview sound effect is decreased by two steps, and the volume level is changed from "3" to "1", so that the volume of the mini character preview sound effect is changed from the volume corresponding to the volume level "3" (maximum 90.0 dB) to the volume corresponding to the volume level "1" (maximum 85.0 dB). However, even if the volume level is changed, the volume of the LOGO background preview sound effect remains at the volume corresponding to the volume level "2" (maximum 88.0 dB). In addition, as the volume level is changed from "3" to "1", a volume level image G20 in a mode representing the volume level "1" is displayed in the volume image display area 50g1 of the display unit 50a. When a LOGO background advance warning sound effect (e.g., "Shakin" sound) with a volume (maximum 88.0 dB) corresponding to the volume level "2" is output from the left speaker 52L, the volume level is changed from "3" to "1" and the volume of the mini character advance warning sound effect is reduced, so that the LOGO background advance warning sound effect (e.g., "Shakin" sound) can be heard more clearly than the mini character advance warning sound effect, and it is possible to grasp that the probability of a big win is high.

[0342] After that, when the execution of the mini character announcement and the LOGO background announcement is finished during the execution of the special chart change performance in the normal game state, the display of the background image G209 for the LOGO background announcement on the display unit 50a ends, the display of the mini character image MK also ends, the output of the LOGO background announcement sound effect (e.g., Shakin) ends from the left speaker 52L, the output of the mini character announcement sound effect (e.g., Pikon) ends from the right speaker 52R, and the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is output. The volume of the BGM corresponding to the first normal performance mode output from the left speaker 52L and the right speaker 52R is the volume (maximum 85.0 dB) corresponding to the volume level "1". After the LOGO background announcement ends, the special chart change performance develops into N reach.

[0343] 7-6. Control of the performance by the performance control microcomputer 121 of the first embodiment Next, the control of the performance by the performance control microcomputer 121 of the first embodiment will be described with reference to Figures 54 and 55.

[0344] [1. Received command analysis process] First, the received command analysis process (S4201) of this embodiment will be described in detail. As shown in FIG. 54, in the received command analysis process (S4201), the performance control microcomputer 121 first judges whether or not a start winning command (first start winning command or second start winning command) has been received from the main control board 100 (S4301), and if it has been received, the start winning process (S4302) is performed. In the start winning process (S4302), the performance control microcomputer 121 stores the received start winning command in the performance RAM 124. Next, the performance control microcomputer 121 analyzes the stored start winning command and judges whether or not to execute a look-ahead performance indicating the probability of a big win. The look-ahead performance includes a reserved icon notice that displays a reserved icon in a special mode, as well as a continuous notice performance that is performed over multiple consecutive variable displays of special symbols. When it is decided to execute these look-ahead performances, a look-ahead performance start command for executing the decided performance is set in the output buffer of the performance RAM 124.

[0345] When the look-ahead performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and performs the look-ahead performance by image on the display unit 50a of the image display device 50. In addition, while the look-ahead performance by image is being performed by the image control board 140, the performance control microcomputer 121 can output sound from the speaker 52 via the sound control circuit 161 (execute the look-ahead performance by sound) according to the look-ahead performance content indicated by the look-ahead performance start command sent to the image control board 140, and can also light up the frame lamp 53 via the lamp control circuit 151 (execute the look-ahead performance by light emission), and operate the on-board movable body 55k and the under-board movable body 56k (execute the look-ahead performance by operation).

[0346] Next, the performance control microcontroller 121 determines whether or not it has received a special chart change start command (special chart 1 change start command, or special chart 2 change start command) from the main control board 100 (S4304), and if it has been received, performs the change performance start processing described below (S4305).

[0347] Next, the performance control microcomputer 121 judges whether or not a special symbol variation stop command has been received from the main control board 100 (S4305), and if so, performs a variation performance end process (S4306). In the variation performance end process (S4306), the performance control microcomputer 121 ends the special symbol variation performance (stops the variation display of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3, and performs a stop display).

[0348] In the variable performance end process (S4306), the performance control microcomputer 121 analyzes the special chart variable stop command, and based on the analysis result, sets a special chart variable performance end command for appropriately ending the special chart variable performance (stopping the variable display of the performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3) in the output buffer of the performance RAM 124. When the image control board 140 receives the special chart variable performance end command, it ends the special chart variable performance being executed (stops the variable performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3).

[0349] The performance control microcomputer 121 of the first embodiment judges whether or not a left button detection signal or a right button detection signal has been received (S4321). If a left button detection signal or a right button detection signal has been received (YES in S4321), in a user volume level change process (S4322), the volume level is changed based on the currently set volume level stored in the volume storage unit 128 and whether the received detection signal is a left button detection signal or a right button detection signal, and the changed volume level is stored in the volume storage unit 128. Next, in step S4322, if the performance control microcomputer 121 determines that the volume level image G20 is not being displayed on the display unit 50a, when the volume level image display start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142, and displays the volume level image G20 on the display unit 50a of the image display device 50 in a manner representing the current volume level stored in the volume memory unit 128. On the other hand, in step S4322, if the performance control microcomputer 121 determines that the volume level image G20 is being displayed on the display unit 50a after storing the changed volume level in the volume memory unit 128, then when the volume level image change command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142, and changes the appearance of the volume level image G20 displayed on the display unit 50a of the image display device 50 to an appearance representing the current volume level stored in the volume memory unit 128.

[0350] Next, the performance control microcomputer 121 of the first embodiment judges whether or not an up button detection signal or a down button detection signal has been received (S4323). If an up button detection signal or a down button detection signal has been received (YES in S4323), in a user light intensity level change process (S4324), the light level is changed based on the currently set light intensity level stored in the light intensity storage unit 129 and whether the received detection signal is an up button detection signal or a down button detection signal, and the changed light intensity level is stored in the light intensity storage unit 129. Next, in step S4324, if the performance control microcomputer 121 judges that the light intensity level image G21 is not displayed on the display unit 50a, it sets a light intensity level image display start command in the output buffer of the performance RAM 124. When a light intensity level image display start command is set in the output buffer of the performance RAM 124, it is transmitted to the image control board 140 by a command transmission process (S4004), and the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142, and displays a light intensity level image G21 representing the current light intensity level stored in the light intensity storage unit 129 on the display unit 50a of the image display device 50. On the other hand, in step S4324, if the performance control microcomputer 121 determines that the light intensity level image G21 is being displayed on the display unit 50a after storing the changed light intensity level in the light intensity storage unit 129, it sets the light intensity level image change command in the output buffer of the performance RAM 124. When the light level image change command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142, and changes the appearance of the light level image G21 displayed on the display unit 50a of the image display device 50 to an appearance representing the current light level stored in the light amount memory unit 129.

[0351] Next, the performance control microcomputer 121 determines whether an opening command has been received from the main control board 100 (S4307), and if so, performs an opening performance selection process (S4307). In the opening performance selection process (S4308), the opening command is analyzed, and a pattern (content) of the opening performance to be executed during the opening of the big win game is selected based on the analysis result. Then, an opening performance start command for starting the opening performance with the selected opening performance pattern is set in the output buffer of the performance RAM 124.

[0352] Next, the performance control microcomputer 121 judges whether or not a round play command has been received from the main control board 100 (S4309), and if so, performs a round play selection process (S4309). In the round play selection process (S4309), the round play command is analyzed, and a pattern (content) of the round play to be executed during the round play of the big win game is selected based on the analysis result. Then, a round play start command for starting the round play with the selected round play pattern is set in the output buffer of the performance RAM 124. In addition, the performance control microcomputer 121 can output sound from the speaker 52 via the sound control circuit 161 according to the jackpot round performance content indicated by the round performance start command transmitted to the image control board 140 while the round performance is being performed by the image control board 140, and can also light up the frame lamps 53 (first frame lamp 53A, second frame lamp 53B) and the board lamp 54 via the lamp control circuit 151, and can operate the board-top movable body 55k and the board-bottom movable body 56k. In addition, the performance control microcomputer 121 can perform operation performance using the operation means (first normal button 40, second normal button 43, special button 41) according to the jackpot round performance content indicated by the round performance start command transmitted to the image control board 140 while the round performance is being performed by the image control board 140.

[0353] Next, the performance control microcomputer 121 judges whether an ending command has been received from the main control board 100 (S4311), and if so, performs an ending performance selection process (S4311). In the ending performance selection process (S4312), the performance control microcomputer 121 analyzes the ending command and selects a pattern (content) of the big win ending performance to be executed during the ending of the big win game based on the analysis result. Then, a big win ending performance start command for starting the ending performance with the selected big win ending performance pattern is set in the output buffer of the performance RAM 124.

[0354] When the big win ending performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads a predetermined performance image from the image ROM 142 and performs a big win ending performance on the display unit 50a of the image display device 50. In addition, while the big win ending performance by the image performed by the image control board 140 is being performed, the performance control microcomputer 121 can output sound from the speaker 52 via the sound control circuit 161 according to the big win ending performance content indicated by the big win ending performance start command sent to the image control board 140, and can also light up the frame lamps 53 (first frame lamp 53A, second frame lamp 53B) and the board lamp 54 via the lamp control circuit 151, and operate the board-top movable body 55k and the board-bottom movable body 56k. In addition, while a jackpot ending presentation using an image is being performed by the image control board 140, the presentation control microcomputer 121 can perform an operation presentation using the operation means (first normal button 40, second normal button 43, special button 41) in accordance with the content of the jackpot ending presentation indicated by the jackpot ending presentation start command sent to the image control board 140.

[0355] Next, the performance control microcomputer 121 performs other processing (S4313) based on received commands other than the above commands (for example, processing for performing performance associated with the variable display of normal symbols, etc.). Then, the received command analysis processing (S4201) is completed.

[0356] [2. Variable performance start processing] As shown in Fig. 55, in the first embodiment of the variable performance start process (S4305), the performance control microcomputer 121 first analyzes the variable start command (S4501). The variable start command includes information on the variable pattern (Figs. 11 and 12) and information on the special symbol stop pattern data based on the judgment of the big win, etc.

[0357] Next, the microcomputer 121 for controlling the performance selects the performance pattern EZ to be finally stopped and displayed in the special chart variation performance (S4502). Specifically, the microcomputer 121 for controlling the performance acquires a random number for determining the performance pattern, and selects one table from among a plurality of tables classified according to the presence or absence of a reach based on the analysis result of the variation start command, and selects the performance pattern by judging the acquired random number for determining the performance pattern using the selected table. As a result, the combination of the performance patterns EZ1, EZ2, and EZ3 to be finally stopped and displayed (for example, "7·7·7") is determined. Note that the microcomputer 121 for controlling the performance also selects the small pattern KZ to be finally stopped and displayed in the special chart variation performance in the variation performance start process (S4304). Specifically, the microcomputer 121 for controlling the performance acquires a random number for determining the small pattern, and selects one table based on the analysis result of the variation start command, and selects the small pattern by judging the acquired random number for determining the small pattern using the selected table. This determines the combination of small symbols KZ1, KZ2, and KZ3 (for example, "7·7·7") that will ultimately be displayed.

[0358] Next, in the special chart variation performance pattern selection process (S4503), the performance control microcomputer 121 selects a special chart variation performance pattern determination table for performing a special chart variation performance pattern determination for determining a sub-variation pattern to which the performance content of the special chart variation performance is associated, based on the set performance mode and the special chart variation pattern indicated by the special chart variation start command. A plurality of special chart variation performance pattern determination tables are provided in association with the performance mode and the special chart variation pattern. Thus, the performance control microcomputer 121 selects one sub-variation pattern determination table associated with the special chart variation pattern. In each sub-variation pattern determination table, the value of the special chart variation performance pattern determination random number (special chart variation performance pattern determination value) is allocated to one or more sub-variation patterns so as to be a predetermined allocation rate (%). Next, the performance control microcomputer 121 acquires the value indicated by the sub-variation pattern determination random number counter as a special chart variation performance pattern determination random number, and performs a special chart variation performance pattern determination based on the acquired sub-variation pattern determination random number. The random number used to determine the sub-variation pattern takes a value in the range from "0" to "99".

[0359] In the sub-variation pattern determination, the microcomputer 121 for controlling the performance collates the acquired random number for determining the sub-variation pattern with the selected sub-variation pattern table, determines the sub-variation pattern, sets data representing the determined sub-variation pattern in the performance RAM 124, and sets a special chart variation performance start command indicating the sub-variation pattern in the output buffer of the performance RAM 124. When the sub-variation pattern is determined, the details of the special chart variation performance, including the time of the variation performance, the variation display mode of the performance pattern, the presence or absence of reach performance, the contents of the reach performance, the presence or absence of operation performance, the contents of the operation performance, the performance development configuration, and the type of background of the performance pattern, are determined.

[0360] Next, the microcomputer 121 for performance control selects a preview performance in the preview performance selection process (S4504). Specifically, the microcomputer 121 obtains a random number for preview performance determination, and selects one table from among a plurality of tables classified according to the presence or absence of a reach based on the analysis result of the special chart variation start command, and selects a preview performance by judging the obtained random number for preview performance determination using the selected table. This determines the contents of the preview performance, such as the so-called step-up preview performance, chance-up preview performance, mini character preview, and LOGO background preview.

[0361] Examples of advance notice effects include a line advance notice in a gold frame indicating a high expectation of winning the jackpot (expected winning rate), a line advance notice in a green frame indicating a medium expected winning rate, and a line advance notice in a blue frame indicating a lower expected winning rate than the above. In other words, an advance notice effect is an effect that shows the expected winning rate to the player before the final winning or losing rate is notified by the performance pattern EZ.

[0362] In the first embodiment, the microcontroller 121 for controlling performance obtains a random number for determining the preview performance in the preview performance selection process (S4504), and if the analysis result of the special chart change start command is a special chart 1 change pattern in the non-time-saving state and the mini-character preview lottery table (Figure 56) is selected, it determines whether or not to execute a mini-character preview as a preview performance based on the special chart 1 change pattern in the non-time-saving state and the mini-character preview lottery table (Figure 56), and selects that mini-character preview.

[0363] Specifically, in the preview performance selection process (S4504), the performance control microcontroller 121 obtains a random number for determining the preview performance, and if the analysis result of the special chart change start command is the special chart 1 change pattern in the non-time-saving state, selects the mini-character preview lottery table (Figure 56), and if the analysis result of the special chart change start command is the special chart 1 change pattern "P01", executes the mini-character preview 70% of the time and does not execute it 30% of the time.

[0364] In the preview performance selection process (S4504), the performance control microcontroller 121 obtains a random number for determining the preview performance, and if the analysis result of the special chart change start command is the special chart 1 change pattern in the non-time-saving state, selects the mini-character preview lottery table (Figure 56), and if the analysis result of the special chart change start command is the special chart 1 change pattern "P02", executes the mini-character preview 60% of the time and does not execute it 40% of the time.

[0365] In the preview performance selection process (S4504), the performance control microcontroller 121 obtains a random number for determining the preview performance, and if the analysis result of the special chart change start command is the special chart 1 change pattern in the non-time-saving state, selects the mini-character preview lottery table (Figure 56), and if the analysis result of the special chart change start command is the special chart 1 change pattern "P03", executes the mini-character preview 55% of the time and does not execute it 45% of the time.

[0366] In the preview performance selection process (S4504), the performance control microcontroller 121 obtains a random number for determining the preview performance, and if the analysis result of the special chart change start command is the special chart 1 change pattern in the non-time-saving state, selects the mini-character preview lottery table (Figure 56), and if the analysis result of the special chart change start command is the special chart 1 change pattern "P04", executes the mini-character preview 60% of the time and does not execute it 40% of the time.

[0367] In the preview performance selection process (S4504), the performance control microcontroller 121 obtains a random number for determining the preview performance, and if the analysis result of the special chart change start command is the special chart 1 change pattern in the non-time-saving state, selects the mini-character preview lottery table (Figure 56), and if the analysis result of the special chart change start command is the special chart 1 change pattern "P05", executes the mini-character preview 55% of the time and does not execute it 45% of the time.

[0368] In the preview performance selection process (S4504), the performance control microcontroller 121 obtains a random number for determining the preview performance, and if the analysis result of the special chart change start command is the special chart 1 change pattern in the non-time-saving state, selects the mini-character preview lottery table (Figure 56), and if the analysis result of the special chart change start command is the special chart 1 change pattern "P06", executes the mini-character preview 45% of the time and does not execute it 55% of the time.

[0369] In the notice performance selection process (S4504), the performance control microcomputer 121 obtains a random number for deciding the notice performance, and when the analysis result of the special chart fluctuation start command is the special chart 1 fluctuation pattern in the non-time-saving state, selects the mini character notice lottery table (Fig. 56), and when the analysis result of the special chart fluctuation start command is the special chart 1 fluctuation pattern "P07" or the special chart 1 fluctuation pattern "P08", does not execute the mini character notice at a rate of 100%. Note that the execution probability of the mini character notice shown in Fig. 56 may be appropriately changed as long as it does not affect the game.

[0370] According to the explanation using FIG. 56, the mini character notice is more likely to be executed in the special chart change performance based on the SP big win change (P01) than in the special chart change performance based on the SP miss change (P04) (see FIG. 56), so the expectation of a big win is set higher when the mini character notice is executed during the execution of the special chart change performance. Also, the mini character notice is more likely to be executed in the special chart change performan...

Claims

1. a game control means capable of controlling a special game state advantageous to a player based on the establishment of a predetermined condition; In a gaming machine having a performance control means capable of controlling a predetermined performance, The performance control means includes: A first suggestion effect is made executable, the first suggestion effect suggesting the possibility of being controlled to the special game state; A second suggestion effect is made executable, which suggests the possibility of being controlled to the special game state; When a predetermined operation is performed by a player, the volume of the sound generated in the first suggestion performance is changeable; A gaming machine characterized in that when the specified operation is performed, the volume of the sound generated in the second suggestive performance is not changed.

2. 2. The gaming machine according to claim 1, The performance control means includes: A gaming machine characterized in that, when the specified operation is performed during execution of the first suggestion performance and the second suggestion performance, the volume of the sound generated in the first suggestion performance can be changed, while the volume of the sound generated in the second suggestion performance is not changed.

3. 3. The gaming machine according to claim 2, The performance control means includes: When the predetermined operation is performed, the volume of the sound generated in the first suggestion performance can be changed to a second volume lower than the first volume; The gaming machine is characterized in that the volume of the sound generated in the second suggestive performance is larger than the second volume but smaller than the first volume.

4. 2. The gaming machine according to claim 1, The second suggestive effect is an effect that suggests that there is a higher possibility of control into the special game state than the first suggestive effect.

5. In the gaming machine according to any one of claims 1 to 4, Equipped with a designated entrance, The game control means includes: A determination as to whether or not to control to the special game state is made based on the entry of a game ball into the ball entry opening; The performance control means includes: A determination result suggestion effect that suggests the result of the determination can be executed; When the predetermined operation is performed during the execution of the judgment result suggestion performance, the volume of the sound generated in the first suggestion performance is changeable; A gaming machine characterized in that when the specified operation is performed during execution of the judgment result suggestion performance, the volume of the sound generated in the second suggestion performance is not changed.

Citation Information

Patent Citations

  • Pinball game machine

    JP2012170642A

  • Game machine

    JP2016202893A

  • Game machine

    JP2017029837A

  • Game machine

    JP2017093701A

  • Game machine

    JP2018000710A