Game machine

The pachinko gaming machine enhances player excitement by implementing a second gaming state with increased jackpot opportunities and suggestive production modes, addressing the lack of excitement in conventional systems.

JP2025014606AInactive Publication Date: 2025-01-30SANSEI R&D KK

Patent Information

Application Number
JP2023117299
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-19
Publication Date
2025-01-30
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack mechanisms to enhance player excitement through improved jackpot gaming experiences, particularly in terms of frequency and profitability of jackpots.

Method used

The gaming machine determines the execution of jackpot gaming based on a second gaming state that is more advantageous to players, allowing multiple jackpot opportunities and suggesting jackpot outcomes through various production modes and fluctuation patterns.

Benefits of technology

This enhances player engagement and excitement by increasing the frequency and potential profitability of jackpots, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that contributes to increasing game amusement through a performance.SOLUTION: A game control microcomputer 101 can control the game state to a low probability low base game state and a low probability high base game state. As a big winning game, about 1500 prize balls can be obtained, and then a big winning game X10 controlled to the low probability high base game state can be executed. When the big winning game X10 is executed in the low probability high base game state, a performance control microcomputer 121 can execute a 3000-symbol performance, in a special symbol variation performance.SELECTED DRAWING: Figure 35
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Description

[Technical field]

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

[0002] In conventional gaming machines, a judgment is made based on the establishment of a starting condition, and a special game (jackpot game) is played based on the result of the judgment. For example, a judgment is made when a gaming ball enters a starting hole, and a round game accompanied by the opening of a big prize hole is played as a special game. By getting a gaming ball to enter the big prize hole, a large number of prize balls can be obtained. The result of the judgment is shown to the player by the stopped state of the patterns, which are displayed by the pattern display means, which changes and then stops the display.

[0003] In addition, in the gaming machine, a big win effect is performed during a special game. For example, in the gaming machine of the following Patent Document 1, a battle effect in which a character appears is performed in a 16R long-time open big win. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2017-217389 A Summary of the Invention [Problem to be solved by the invention]

[0005] There is room for improvement in terms of presentation. By implementing improved presentation, it is expected that the entertainment value of the game will increase.

[0006] The present invention has been made in consideration of the above circumstances. That is, an object of the present invention is to provide a gaming machine that can increase the entertainment value of a game. [Means for solving the problem]

[0007] The gaming machine disclosed in this specification comprises a judgment means for judging whether or not to execute a jackpot game that will grant a player a predetermined amount of profit, a jackpot game execution means for executing the jackpot game, a game control means capable of controlling the game to a first game state or a second game state that is more advantageous to the player than the first game state, and an effect execution means for executing a predetermined effect, wherein the effect execution means is capable of executing a suggestive effect that suggests the result of the judgment, and when it is judged that the jackpot game will be executed while controlled to the second game state, the suggestive effect is capable of suggesting that the jackpot game will be played multiple times, and of suggesting the amount of profit that will be granted to the player from the multiple jackpot games. Effect of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine that contributes to increasing the entertainment value of the game through its presentation. [Brief description of the drawings]

[0009] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] FIG. 13A is an explanatory diagram showing the types of game states, and FIG. 13B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Diagram 5] FIG. 2 is an explanatory diagram showing types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 7] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 8] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9]This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11] An explanatory diagram showing a specific example of a movable object performance. [Figure 12] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a block diagram of parts relating to control of the gaming machine. [Figure 14] 13 is a specific example of a fluctuation pattern determination table. [Figure 15] 13 is a specific example of a look-ahead determination table. [Figure 16] 13 is a specific example of a pattern determination table. [Figure 17] This is a front view of the second large prize slot. [Figure 18] FIG. 2 is an explanatory diagram showing a specific example of a main control unit. [Figure 19] 13 is a specific example of a pattern A determination table. [Figure 20] 13 is a time chart showing the flow of a small win game. [Figure 21] FIG. [Figure 22] FIG. 11 is an explanatory diagram showing a first specific example of the presentation flow of the special chart change presentation. [Figure 23] FIG. 2 is an explanatory diagram showing a first specific example of a performance control unit. [Figure 24] (A) is a specific example of a premiere preview A selection table, (B) is a specific example of a premiere preview B selection table, and (C) is a specific example of a premiere teaser preview selection table. [Diagram 25] FIG. 13 is an explanatory diagram showing a specific example of a presentation mode selection screen. [Figure 26] FIG. 2 is an explanatory diagram showing a first specific example of a premiere preview. [Figure 27] FIG. 11 is an explanatory diagram showing a second specific example of a premiere preview. [Figure 28] FIG. 11 is an explanatory diagram showing a third specific example of a premiere preview. [Figure 29]This is an explanatory diagram showing a specific example of a failed premium promotion announcement. [Diagram 30] 13 is a specific example of a fluctuation pattern A determination table. [Diagram 31] An explanatory diagram showing a second specific example of the presentation flow of the special chart change presentation. [Diagram 32] FIG. 13 is an explanatory diagram showing a specific example of a re-lottery presentation. [Diagram 33] FIG. 11 is an explanatory diagram showing a second specific example of the performance control unit. [Diagram 34] 13 is a specific example of a pattern change effect selection table. [Diagram 35] This is an explanatory diagram showing a specific example of a 3000 pattern presentation as a pattern change notice. [Diagram 36] This is an explanatory diagram showing a specific example of a 1500 pattern presentation as a pattern change notice. [Figure 37] An explanatory diagram showing a specific example of a reduced pattern presentation as a pattern change notice. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, examples of the embodiments of the present invention will be described in detail with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, if there is any flowchart described later, the execution order of multiple processes in any multiple steps in the flowchart can be arbitrarily changed or executed in parallel as long as there is no contradiction in the processing content.

[0011] <Basic embodiment> A first embodiment, a second embodiment, and a third embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment that is the basis of the first embodiment, the second embodiment, and the third embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. In addition, "forward" refers to the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rearward" refers to the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.

[0012] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to Fig. 1. Fig. 1 is a front view of the pachinko gaming machine PY1.

[0013] The pachinko game machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached so as to be freely opened and closed relative to the outer frame 22. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached so as to be freely opened and closed relative to the game board mounting frame 2A. The front frame 23m also comprises a transparent plate 23t having transparency, and the game board 1 can be viewed from the front (player side) through the transparent plate 23t.

[0014] The front door 23 also includes an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the bottom of the front door 23, and stores game balls supplied to the handle 72k. The handle 72k is installed at the bottom right of the front door 23, and the game balls stored in the upper tray 34 are launched onto the game board 1 by the player operating the handle 72k.

[0015] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined luminous color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speaker 52 is installed in the upper left and upper right parts of the front door 23, and outputs, for example, background music (BGM) and sound effects. The frame lamp 53 is installed on the left and right parts of the front door 23 around the transparent plate 23t, and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed in the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown), and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down movement.

[0016] The front door 23 also includes a normal button 40 that can be operated by the player, and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are, for example, configured as a button having a pressing surface, a lever having a grip, etc. The normal button 40 includes a lamp (not shown) capable of emitting light in a predetermined luminous color, and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be able to emit light by the lamp and to be vibrated by the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) capable of emitting light in a predetermined luminous color, and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be able to emit light by the lamp and to be vibrated by the vibration motor. The normal button 40 or the special button 41 may be configured to be able to operate in a predetermined operation mode (for example, rotation, protrusion, etc.), or may be configured as a cross key, a touch panel, etc.

[0017] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board mounting frame 2A will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 1.

[0018] The game board 1 has a game area 6 in which game balls launched by operating a handle 72k can flow down (fall). In the game area 6, game nails (not shown) that change the direction in which the game balls flow down are installed, and winning devices that allow the game balls to win (enter or pass through) are also installed. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15. Each winning device has a detection sensor that detects the entry or passage of the game ball.

[0019] The first start hole 11 is installed at the bottom of the game area 6 so that game balls can enter it. When a game ball enters the first start hole 11, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, three) as prize balls to the upper tray 34. When a game ball enters the first start hole 11, the pachinko game machine PY1 acquires the right to receive a jackpot determination, which will be described later. The first start hole 11 is configured so that the ease with which game balls can enter is always unchanged.

[0020] The second starting hole 12 is installed at the bottom of the game area 6 and below the first starting hole 11 so that the game ball can enter. When the game ball enters the second starting hole 12, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, one) as prize balls to the upper tray 34. When the game ball enters the second starting hole 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination in the same way as when the game ball enters the first starting hole 11. Unlike the first starting hole 11, the second starting hole 12 is provided with an openable / closable member 12k and an openable / closable solenoid (not shown). The pachinko game machine PY1 opens and closes the opening / closing member 12k using an opening / closing solenoid to set the second starting hole 12 in either a closed state (closed state) in which the game ball does not or it is difficult for the game ball to enter the second starting hole 12, or an open state (open state) in which the game ball is easier to enter the second starting hole 12 than in the closed state.

[0021] The gate 13 is installed on the right side of the game area 6 so that the game ball can pass through. When the game ball passes through the gate 13, the pachinko game machine PY1 acquires the right to receive a winning determination, which will be described later. Note that the pachinko game machine PY1 does not pay out prize balls to the upper tray 34 even if the game ball passes through the gate 13.

[0022] The first large prize opening 14 is installed in the lower right part of the game area 6 so that game balls can enter it. When a game ball enters the first large prize opening 14, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls to the upper tray 34. The first large prize opening 14 is equipped with a first opening / closing door 14k that can be opened and closed, and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the first opening / closing door 14k using the opening / closing solenoid, thereby putting the first large prize opening 14 into either a closed state (closed state) in which game balls cannot enter it, or an open state (open state) in which game balls can enter it.

[0023] The second large prize opening 15 is installed in the lower right of the game area 6 and below the first large prize opening 14 so that game balls can enter the opening. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls to the upper tray 34. The second large prize opening 15 is equipped with a second opening / closing door 15k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid to set the second large prize opening 15 in either a closed state (closed state) in which game balls cannot enter the opening, or an open state (open state) in which game balls can enter the opening.

[0024] The general winning openings 10 are installed at the lower left and lower right of the game area 6 so that game balls can enter them. When a game ball enters the general winning opening 10, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, five balls) as prize balls to the upper tray 34.

[0025] In addition, an outlet 19 is provided at the bottom of the game area 6, and game balls that do not win through the general winning port 10, the first starting port 11, the second starting port 12, the first large winning port 14, or the second large winning port 15 are discharged from the pachinko game machine PY1 through the outlet 19.

[0026] The game board 1 also includes an image display device 50 capable of displaying a predetermined effect display, a board lamp 54 capable of emitting light in a predetermined luminous color, and an on-board movable body 55k capable of operating in a predetermined operating mode. The image display device 50 is installed in the center of the game board 1 and includes a display unit 50a configured, for example, as a liquid crystal display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is configured, for example, as a plurality of LEDs. The on-board movable body 55k is installed in front of and above the display unit 50a. The on-board movable body 55k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. The movement of the on-board movable body 55k may be other than up and down movement.

[0027] The game board 1 also includes indicators 8 for notifying the status of the pachinko game machine PY1. The indicators 8 are installed at the lower left of the game board 1, and are composed of, for example, multiple LEDs. The pachinko game machine PY1 notifies the player of the game status of the pachinko game machine PY1 (variable display and stop display of special charts, variable display and stop display of regular charts, number of reserved special charts 1, number of reserved special charts 2, number of reserved regular charts, etc., which will be described later) by a combination of lighting, blinking, and extinguishing of the multiple LEDs.

[0028] 3. Basic Games Next, a basic game of the pachinko game machine PY1 will be described. The pachinko game machine PY1 can execute a special game and a normal game using a game ball that is shot by operating a handle 72k.

[0029] 3-1. Special game When a game ball enters the first starting hole 11 or the second starting hole 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of a special chart according to the result of the jackpot determination. The manner of the variable display of the special chart (also called the "variable display time") differs depending on the type of variation pattern described later.

[0030] The right to receive the jackpot determination is, for example, a random number, and the pachinko game machine PY1 performs the jackpot determination based on the acquired random number. The jackpot determination is to determine whether or not a jackpot game is to be played. If a jackpot game is played, it is determined that a jackpot has been won, if a small jackpot game is played, it is determined that a small jackpot has been won, and if neither a jackpot game nor a small jackpot game is played, it is determined that a loss has occurred.

[0031] When the pachinko game machine PY1 judges whether or not a jackpot has been won by the entry of a game ball into the first starting hole 11, it performs a variable display of the first special chart. The variable display of the first special chart is, for example, a display in which two LEDs at the upper left of the display device 8 flash. When a variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 performs a stationary display of the first special chart in a manner that indicates the result of the jackpot judgment. The manner in which the stationary display of the first special chart is performed includes a manner that indicates a jackpot win (for example, two LEDs at the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED at the upper left is lit), and a manner that indicates a miss (for example, only the other LED at the upper left is lit).

[0032] On the other hand, when the pachinko game machine PY1 judges a jackpot by the entry of a game ball into the second starting hole 12, it performs a variable display of the second special chart. The variable display of the second special chart is, for example, a display in which two LEDs at the lower left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko game machine PY1 performs a stationary display of the second special chart in a manner that indicates the result of the jackpot judgment. The manner of the stationary display of the second special chart includes a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), and a manner that indicates a miss (for example, only the other LED at the lower left is lit).

[0033] In addition, when the game ball enters the first starting hole 11 during the variable display of the special chart, the pachinko game machine PY1 performs a look-ahead judgment, which will be described later, and stores the acquired right to receive the jackpot judgment as a special chart 1 reservation. On the other hand, when the game ball enters the second starting hole 12 during the variable display of the special chart, the pachinko game machine PY1 performs a look-ahead judgment, and stores the acquired right to receive the jackpot judgment as a special chart 2 reservation. The pachinko game machine PY1 can store up to a predetermined number of special chart 1 reservations and special chart 2 reservations (for example, 4 special chart 1 reservations and 4 special chart 2 reservations). After the special chart is stopped and displayed, the pachinko game machine PY1 performs a jackpot judgment for the special chart 1 reservations and the special chart 2 reservations. In addition, when special chart 1 reserve and special chart 2 reserve are stored at the same time, the jackpot determination for special chart 2 reserve may be performed with priority, or the jackpot determination for special chart 1 reserve may be performed with priority, or the jackpot determination may be performed in the order in which they were stored.

[0034] The pre-reading judgment is a judgment in advance of whether or not a jackpot game will be played (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed, and if a jackpot game is played, it is judged as a pre-reading win, and if a jackpot game is not played, it is judged as a pre-reading non-win. Note that, when multiple types of fluctuation patterns can be determined, the pre-reading judgment may be configured to perform a fluctuation pattern pre-judgment that judges in advance the fluctuation pattern to be determined.

[0035] When the pachinko game machine PY1 stores the number of special chart 1 reserved or special chart 2 reserved, the pachinko game machine PY1 notifies the player of the number. The number of special chart 1 reserved is notified, for example, by the lighting or blinking of two LEDs in the upper middle part of the display device 8. When the number of special chart 1 reserved is "1", only one LED is lit, when the number of special chart 1 reserved is "2", only two LEDs are lit, when the number of special chart 1 reserved is "3", only one LED is blinking, and when the number of special chart 1 reserved is "4", only two LEDs are blinking. On the other hand, the number of special chart 2 reserved is notified, for example, by the lighting or blinking of two LEDs in the lower middle part of the display device 8. When the number of special chart 2 reserved is "1", only one LED is lit, when the number of special chart 2 reserved is "2", only two LEDs are lit, when the number of special chart 2 reserved is "3", only one LED is blinking, and when the number of special chart 2 reserved is "4", only two LEDs are blinking.

[0036] Moreover, the pachinko game machine PY1 plays a jackpot game after stopping and displaying the first or second special symbol in a manner indicating a jackpot win. The jackpot game, which will be described in detail later, is a game in which a round game in which the first or second large prize opening 14 or 15 is opened is played multiple times (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize opening 14 or 15 provides an opportunity for a game ball to win (an opportunity for a prize ball). The jackpot game ends when all of the multiple round games have been played.

[0037] On the other hand, the pachinko game machine PY1 plays a small win game after stopping and displaying the first or second special symbol in a manner indicating a small win. The small win game is a game in which the first or second large winning hole 14 or 15 is opened for a predetermined time (for example, 5 seconds), as will be described in detail later. The small win game is advantageous for the player because the opening of the first or second large winning hole 14 or 15 provides a chance for a game ball to win (a chance for a prize ball).

[0038] 3-2. Regular Play When the game ball passes through the gate 13, the pachinko game machine PY1 acquires the right to receive a hit judgment, and performs a hit judgment based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the normal map according to the result of the hit judgment.

[0039] The win determination is to determine whether or not to play the auxiliary game. If the auxiliary game is played, it is determined that a win has been won, and if the auxiliary game is not played, it is determined that a loss has been won.

[0040] When the pachinko game machine PY1 determines that a win has occurred due to the game ball entering the gate 13, it performs a variable display of the normal map. The variable display of the normal map is a display in which multiple LEDs in the upper right corner of the display 8 flash. When a predetermined time has elapsed from the start of the variable display of the normal map, the pachinko game machine PY1 performs a stationary display of the normal map in a manner that indicates the result of the win determination. There are two manners for the stationary display of the normal map: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).

[0041] In addition, when the game ball enters the gate 13 during the variable display of the normal map, the pachinko game machine PY1 stores the acquired right to receive the winning judgment as a normal map reservation. The pachinko game machine PY1 can store up to a predetermined number of normal map reservations (for example, 2). After the normal map is stopped and displayed, the pachinko game machine PY1 performs a winning judgment on the normal map reservation.

[0042] When the pachinko game machine PY1 stores the number of reserved regular figures, it notifies the player of the number. The number of reserved regular figures is notified by lighting up multiple LEDs in the lower right corner of the display 8. For example, when the number of reserved regular figures is "1", only one LED is lit, and when the number of reserved regular figures is "2", only two LEDs are lit.

[0043] The pachinko game machine PY1 stops and displays the normal picture in a manner indicating a winning win, and then performs an auxiliary game. The auxiliary game is a game in which the second start hole 12 is opened for a predetermined time (e.g., 3.5 seconds), as will be described in detail later. The auxiliary game is advantageous to the player because the opening of the second start hole 12 gives the player a chance to win a game ball into the second start hole 12 (a chance to win a prize ball, a chance to obtain the right to receive a jackpot judgment).

[0044] 4. Game Status Next, the gaming state of the pachinko gaming machine PY1 will be explained with reference to Fig. 3(A). Fig. 3(A) is a diagram showing gaming states that the pachinko gaming machine PY1 can take. As shown in Fig. 3(A), the pachinko gaming machine PY1 can take one or more gaming states out of four gaming states, namely, a "low probability low base gaming state" (also called a "normal gaming state"), a "low probability high base gaming state" (also called a "time-saving gaming state"), a "high probability low base gaming state" (also called a "latent probability gaming state"), and a "high probability high base gaming state" (also called a "probability variable gaming state"), except for the big win gaming state in which a big win game is played.

[0045] The "low probability low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can reset the game state to the initial state by operating an initialization switch (also called a "RAM clear switch") (not shown) provided on the back of the front door 23.

[0046] The "low probability high base game state" is a game state that may occur after a big win game state, and continues until a predetermined time-saving end condition is met. The predetermined time-saving end condition includes a big win game being played and the number of times the special chart is displayed in a variable manner reaching a predetermined number (for example, 200 times).

[0047] The "low probability high base game state" may also be obtained when a specific miss occurs in the jackpot determination in the "low probability low base game state". The specific miss includes a miss for a specific number of times (e.g. 900 times) when all jackpot determinations are misses, and a miss at a specific rate (e.g. 1 / 200) of the misses in the jackpot determinations. The pachinko game machine PY1 switches to the "low probability high base game state" after the variable display of the special symbol that has resulted in a specific miss ends (after the special symbol is stopped and displayed). In this case, the "low probability high base game state" also continues until a specified time-saving end condition is met, as in the case where the "low probability high base game state" is entered after the jackpot game state.

[0048] The "high probability low base game state" is a game state that may be reached after a jackpot game state, and continues until a predetermined potential end condition is met. The predetermined potential end condition includes a jackpot game being played and the number of times the special chart is displayed in a variable manner reaching a predetermined number of times (e.g., 200 times). Note that the "high probability low base game state" may be reached by the game ball passing through a specific area provided inside the first large prize opening 14 or the second large prize opening 15 during a jackpot game.

[0049] The "high probability high base game state" is a game state that may be reached after a jackpot game state, and continues until a predetermined probability end condition is met. The predetermined probability end condition includes a jackpot game being played and the number of times the special chart is displayed variable reaching a predetermined number of times (for example, 100 times). The "high probability high base game state" may be reached by the game ball passing through a specific area provided inside the first big prize opening 14 or the second big prize opening 15 during a jackpot game.

[0050] The "low probability low base game state" and the "low probability high base game state" belong to a normal probability state in which the probability of winning a jackpot in a jackpot determination is normal (e.g., 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to a high probability state in which the probability of winning a jackpot in a jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player in terms of the probability of winning a jackpot than the "low probability low base game state" and the "low probability high base game state."

[0051] In addition, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states in which the game ball does not enter the second start hole 12 or it is difficult to enter the second start hole 12 (for example, a state in which the hit judgment does not result in a winning or it is difficult to win, or the opening time of the second start hole 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states in which the game ball easily enters the second start hole 12 (for example, a state in which the hit judgment results in a winning or the opening time of the second start hole 12 is relatively long). Therefore, with respect to the second start hole 12 (with respect to the ease of the game ball entering the second start hole 12), the "low probability high base game state" and the "high probability high base game state" can be said to be game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state".

[0052] In addition, since the non-time-saving state is a state in which the game ball does not or is difficult to win into the second starting hole 12, the ``low probability low base game state'' and the ``high probability low base game state'' can be said to be game states in which the game ball is more likely to win into the first starting hole 11 than the second starting hole 12, while the time-saving state is a state in which the game ball is more likely to win into the second starting hole 12, the ``low probability high base game state'' and the ``high probability high base game state'' can be said to be game states in which the game ball is more likely to win into the second starting hole 12 than the first starting hole 11.

[0053] In addition, the pachinko game machine PY1 can change the probability of winning a jackpot in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched to three stages: upper, middle, and lower. The setting change switch in the upper stage is called "setting 1", the setting change switch in the middle stage is called "setting 2", and the setting change switch in the lower stage is called "setting 3". In "setting 1", the probability of winning a jackpot in the normal probability state is the first probability (e.g., 1 / 300), and the probability of winning a jackpot in the high probability state is the second probability (e.g., 1 / 30). In "setting 2", the probability of winning a jackpot in the normal probability state is the third probability (e.g., 1 / 280) that is higher than the first probability, and the probability of winning a jackpot in the high probability state is the fourth probability (e.g., 1 / 28) that is higher than the second probability. In addition, "Setting 3" is a fifth probability (e.g., 1 / 260) in which the probability of winning the jackpot in the normal probability state is higher than the third probability, and a sixth probability (e.g., 1 / 26) in which the probability of winning the jackpot in the high probability state is higher than the fourth probability. Note that the probability of winning the jackpot can be changed as appropriate within the range in which the probability increases in the order of "Setting 1" < "Setting 2" < "Setting 3".

[0054] 5. Jackpot Games Next, the jackpot game played by the pachinko game machine PY1 will be explained with reference to Fig. 3(B) and Fig. 4(A). As shown in Fig. 3(B), the pachinko game machine PY1 can play one or more of the four types of jackpot games: "jackpot game Wα", "jackpot game Xα", "jackpot game Yα" and "jackpot game Zα".

[0055] The "jackpot game Wα" is a jackpot game that then goes into a "high probability high base game state" and continues until the α number of rounds are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Wα", any number of rounds between 2 and 10 are played depending on α.

[0056] The "jackpot game Xα" is a jackpot game that then goes into a "low probability high base game state" and continues until the α number of rounds is completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Xα", any number of rounds between 2 and 10 are played depending on α.

[0057] The "jackpot game Yα" is a jackpot game that then goes into a "high probability low base game state" and continues until the α number of rounds is completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Yα", any number of rounds between 2 and 10 are played depending on α.

[0058] The "jackpot game Zα" is a jackpot game that then goes into a "low probability low base game state" and continues until the α number of rounds is completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Zα", any number of rounds between 2 and 10 are played depending on α.

[0059] In the "jackpot game Wα", "jackpot game Xα", "jackpot game Yα" and "jackpot game Zα", only the first large prize opening 14 may be opened for all round games, only the second large prize opening 15 may be opened for all round games, or the first large prize opening 14 may be opened for some round games and the second large prize opening 15 may be opened for the remaining round games. In both the round games in which the first large prize opening 14 is opened and the round games in which the second large prize opening 15 is opened, a chance to win a game ball (a chance to win a prize ball) is given, making them advantageous games for the player.

[0060] The "jackpot game Wα" and the "jackpot game Yα" belong to the so-called variable jackpot game in which the game state is a high probability state, and the "jackpot game Xα" and the "jackpot game Zα" belong to the so-called normal jackpot game in which the game state is a normal probability state. Therefore, it can be said that the "jackpot game Wα" and the "jackpot game Yα" are jackpot games more advantageous to the player than the "jackpot game Xα" and the "jackpot game Zα" in terms of the probability of winning the subsequent jackpot, and the jackpot game state in which either the "jackpot game Wα" or the "jackpot game Yα" is played is more advantageous to the player than the jackpot game state in which either the "jackpot game Xα" or the "jackpot game Zα" is played.

[0061] In addition, "jackpot game Wα" and "jackpot game Xα" belong to the so-called electric support jackpot game in which the game state is in a time-saving state, and "jackpot game Yα" and "jackpot game Zα" belong to the so-called non-electric support jackpot game in which the game state is in a non-time-saving state. Therefore, "jackpot game Wα" and "jackpot game Xα" can be said to be jackpot games more advantageous to the player than "jackpot game Yα" and "jackpot game Zα" in terms of the subsequent second start hole 12 (in terms of the ease of the game ball entering the subsequent second start hole 12), and the jackpot game state in which either "jackpot game Wα" or "jackpot game Xα" is performed can be said to be a game state more advantageous to the player than the jackpot game state in which either "jackpot game Yα" or "jackpot game Zα" is performed.

[0062] Here, the flow of the big win game will be explained. Fig. 4(A) is a time chart showing the flow of the big win game. Here, a big win game in which only the first big winning hole 14 is opened will be illustrated.

[0063] As shown in FIG. 4(A), when the jackpot game starts after the special chart is stopped and displayed, a jackpot opening (also called a "jackpot OP") is set first. The jackpot OP continues until a predetermined time (for example, 10 seconds) has elapsed, and when the jackpot OP ends, the first round of round play starts. The round play continues until a predetermined time (for example, 30 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) enter the first big prize winning hole 14. When the first round of round play ends, an inter-round interval (also called a "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the round IT ends, the second round of round play starts. Then, when the final round play (for example, the 10th round of round play) ends, a jackpot ending (also called a "jackpot ED") is set. The big win ED continues until a predetermined time (for example, 10 seconds) has elapsed, and one big win game ends when the big win ED ends. Note that it is also possible to set neither the big win OP nor the big win ED, or both.

[0064] 6. Small Win Games Next, the small win game performed by the pachinko game machine PY1 will be explained with reference to Fig. 3(B) and Fig. 4(B). As shown in Fig. 3(B), the pachinko game machine PY1 is capable of performing a small win game as a game different from a big win game. Unlike a big win game, a small win game is a game in which the game state is not changed after the small win game. For example, if a small win game is performed in a "low probability low base game state", the "low probability low base game state" continues even after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big win opening 14 or the second big win opening 15.

[0065] FIG. 4(B) is a time chart showing the flow of a small prize game. Here, a small prize game in which only the first large prize opening 14 is opened is illustrated. As shown in FIG. 4(B), when a small prize game starts after the special chart is stopped and displayed, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize opening 14 opens. The opening of the first large prize opening 14 continues until a predetermined time (e.g., 5 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) have entered the first large prize opening 14. When the opening of the first large prize opening 14 ends, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and one small prize game ends when the post-opening IT ends. In addition, either one or both of the pre-opening IT and the post-opening IT may not be set. In addition, in consideration of the playability of the pachinko game machine PY1, the small win game may not be performed.

[0066] 7. Auxiliary Games Next, the auxiliary game performed by the pachinko game machine PY1 will be described with reference to FIG. 3(B) and FIG. 4(C). As shown in FIG. 3(B), the pachinko game machine PY1 is capable of performing an auxiliary game as a game different from the big win game and the small win game. The auxiliary game is a game in which the second start hole 12 is opened, unlike the big win game and the small win game. In the auxiliary game, the opening time of the second start hole 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-saving state, the second start hole 12 is opened for a first opening time (e.g., 0.1 seconds), whereas when the auxiliary game is performed in the time-saving state, the second start hole 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.

[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the normal game is stopped and the display shows that the game is stopped, the second start hole 12 opens. The second start hole 12 is kept open until a predetermined time (the first opening time in the non-time-saving state, the second opening time in the time-saving state) has elapsed, or until a predetermined number of game balls (for example, four balls) enter the second start hole 12. When the opening of the second start hole 12 is completed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, two seconds) has elapsed, and one auxiliary game ends when the post-opening IT ends.

[0068] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained with reference to Figs. 5 to 12. The pachinko game machine PY1 can set different effect modes depending on the game state. In each effect mode, the pachinko game machine PY1 can perform the following effects using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.) provided in the pachinko game machine PY1.

[0069] 8-1.Performance mode First, the presentation mode will be explained with reference to Fig. 5. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY1 can set the following presentation modes: waiting for customers presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and big win presentation mode.

[0070] The customer waiting performance mode is a performance mode that may be set when the special chart is stopped (when the special chart is not variable displayed) in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state". In the customer waiting performance mode, it is suggested to the player that the special chart is in a state of waiting for variable display. The pachinko game machine PY1 can perform a customer waiting performance while the customer waiting performance mode is set. The customer waiting performance is a performance in which a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a as shown in FIG. 5 (A-1). In addition, when the customer waiting demo video G100 is displayed, for example, the normal button 40 is operated, the pachinko game machine PY1 may display a setting screen G101 for setting the performance of the pachinko game machine PY1 on the display unit 50a as shown in FIG. 5 (A-2). The pachinko game machine PY1 allows the user to set the effects of the pachinko game machine PY1 while the setting screen G101 is displayed. The settings related to the effects include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a (also called "light amount setting"), the frequency setting of the effects to be executed (also called "effect setting"), etc.

[0071] The normal presentation mode is a presentation mode that may be set over one or more variable display of special symbols in the "low probability low base game state" or the "high probability low base game state". In the normal presentation mode, the player is suggested to be in a non-time-saving state. In the normal presentation mode, the pachinko game machine PY1 displays, for example, a normal background image G102 of a background showing a mountain scenery on the display unit 50a as shown in FIG. 5 (B-1). Note that the background displayed in the normal presentation mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.

[0072] The probability variation presentation mode is a presentation mode that may be set over one or more variable display of special symbols in the "high probability high base game state". In the probability variation presentation mode, the player is suggested to be in a high probability state and a time-saving state. In the probability variation presentation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 with a background representing space on the display unit 50a as shown in FIG. 5 (B-2). Note that the background displayed in the probability variation presentation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.

[0073] The time-saving performance mode is a performance mode that may be set over one or more variable display of special symbols in the "low probability high base game state". In the time-saving performance mode, the player is suggested to be in the normal probability state and the time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 of a background representing the sky on the display unit 50a as shown in FIG. 5 (B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed in order or randomly.

[0074] The jackpot presentation mode is a presentation mode that is set in the jackpot game state. In the jackpot presentation mode, the player is informed that a jackpot game is being played. In the jackpot presentation mode, the pachinko game machine PY1 displays an opening image G107 suggesting the start of a jackpot game, a right-hit image G108 encouraging a "right hit" and the like on the display unit 50a at the start of a jackpot game, as shown in FIG. 5 (C-1). The display of these images is referred to as an "opening presentation."

[0075] In addition, in the big win presentation mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during a round play as shown in FIG. 5(C-2), and displays a promotion image G110 indicating the high probability state on the display unit 50a if the high probability state is reached after that. The display of these images is called a "round presentation."

[0076] In addition, in the big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 suggesting the presentation mode to be set after the big win presentation mode, a total number of prize balls image G112 suggesting the total number of prize balls paid out, and the like, as shown in Fig. 5 (C-3) at the end of the big win game. The display of these images is called "ending presentation."

[0077] In the basic embodiment, five types of presentation modes are set: a customer waiting presentation mode, a normal presentation mode, a special probability presentation mode, a time-saving presentation mode, and a big win presentation mode; however, the types of presentation modes may be changed or added as appropriate.

[0078] 8-2. Special chart change performance Next, the special chart change performance (also called "change performance") will be explained with reference to Figs. 6 to 8. The special chart change performance is a performance to suggest the result of the jackpot determination. When the pachinko game machine PY1 starts the variable display of the special chart, it executes the special chart change performance using the performance pattern in parallel with the variable display of the special chart. As shown in Fig. 6(A), the performance pattern is composed of a left performance pattern EZ1, a middle performance pattern EZ2, and a right performance pattern EZ3.

[0079] In the special chart variation performance, the pachinko game machine PY1 displays the performance symbols EZ1, EZ2, and EZ3 on the background (normal background image G102, probability variation background image G103, time-saving background image G104). In addition, "↓" in the figure indicates that the performance symbols are being displayed. The performance symbols EZ1, EZ2, and EZ3 are composed of number symbols from "1" to "9", for example, and in the variable display of the performance symbols EZ1, EZ2, and EZ3, the performance symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special chart, and the performance symbols EZ1, EZ2, and EZ3 stop with the stop display of the special chart. The result of the jackpot determination is suggested by the state of the stop display of the performance symbols EZ1, EZ2, and EZ3.

[0080] 8-2-1.Normal fluctuation The pachinko game machine PY1 can perform normal variation first in the special chart variation performance. The normal variation is a performance in which the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as a performance that suggests that the variable display of the special chart has started.

[0081] In the normal variation, the pachinko game machine PY1 starts displaying the variation of the performance symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). When the pachinko game machine PY1 determines a miss without generating a reach after the normal variation, it stops the left performance symbol EZ1 and the right performance symbol EZ3 in different patterns as shown in FIG. 6(C-1), and then stops and displays the performance symbols EZ1, EZ2, and EZ3 in a pattern suggesting a miss (so-called barake eyes) as shown in FIG. 6(D). The pattern suggesting a miss is a pattern in which the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, when the pachinko game machine PY1 generates a reach after the normal variation, it stops and displays the left performance symbol EZ1 and the right performance symbol EZ3 in the same pattern (so-called reach eyes) as shown in FIG. 6(C-2) to establish a reach. In addition, the stopping order of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.

[0082] 8-2-2.N Reach The pachinko game machine PY1 can perform N-reach after reaching the reach. N-reach is, for example, a reach effect in which the fluctuation speed of the middle effect pattern EZ2 gradually slows down, and functions as an effect suggesting the possibility of a big win game.

[0083] In the pachinko game machine PY1, in the N reach, as shown in FIG. 7(A), the speed of change of the middle performance symbol EZ2 is gradually slowed down. Then, in the pachinko game machine PY1, in the case of a miss in the N reach, as shown in FIG. 7(B), the middle performance symbol EZ2 is stopped, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a reach miss (so-called reach miss). The manner suggesting a reach miss is a manner in which the left and right performance symbols are the same and the middle symbol is different from the left and right performance symbols, such as "7·6·7" or "5·3·5". On the other hand, in the pachinko game machine PY1, in the case of developing into the SP reach after the N reach, the middle performance symbol EZ2 is not stopped. The performance content of the N reach can be changed as appropriate.

[0084] 8-2-3.SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is, for example, a reach effect in which a scene of a main character battling an enemy character is displayed, and functions as an effect suggesting that a big win game is likely to occur.

[0085] In the SP reach, the pachinko game machine PY1 displays an SP title image G1 indicating the start of the SP reach on the display unit 50a as shown in FIG. 8(A). The SP title image G1 is, for example, a text image of "Defeat enemy A!". After that, the pachinko game machine PY1 displays a main character image G200 representing a main character and an enemy character image G201 representing an enemy character on the display unit 50a as shown in FIG. 8(B), and displays a video of the main character and the enemy character battling on the display unit 50a. Then, when the battle reaches its final stage, the pachinko game machine PY1 displays the main character rejoicing at his victory in the battle as shown in FIG. 8(C-1) to suggest a jackpot, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called double numbers). Also, when the pachinko game machine PY1 loses the SP reach, as shown in Fig. 8 (C-2), it displays the enemy character rejoicing at the victory in the battle to suggest a loss, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko game machine PY1 develops the SP reach after this SP reach into an SPSP reach, it does not stop the middle performance symbol EZ2. It is possible to change the content of the SP reach as appropriate.

[0086] 8-2-4.SPSP Reach The pachinko game machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene in which a main character and a strong enemy character are battling, and functions as an effect that suggests that a big win game is likely to occur.

[0087] In the SPSP reach, the pachinko game machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat enemy B!". After that, the pachinko game machine PY1 displays a main character image G200 representing a main character and a strong enemy character image G202 representing a strong enemy character on the display unit 50a as shown in FIG. 9(B), and displays a video of the main character and the strong enemy character battling on the display unit 50a. Then, when the battle reaches its final stage, the pachinko game machine PY1, in the case of a jackpot in the SPSP reach, displays a scene in which the main character is happy about winning the battle, as shown in FIG. 9(C-1), to suggest a jackpot, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called double numbers). On the other hand, when the pachinko game machine PY1 determines that the SPSP reach is a miss, as shown in Fig. 9 (C-2), the strong enemy character is displayed as being happy about winning the battle, and the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state in a manner that indicates a reach miss. Note that the content of the SPSP reach performance can be changed as appropriate.

[0088] Here, we will explain the possibility that the performance symbols EZ1, EZ2, and EZ3 will stop in a manner indicating a jackpot (also called "jackpot expectation"). The jackpot expectation is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of N reach is set to 10% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, and the execution probability of SP reach is set to 4% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, the jackpot expectation for SP reach can be made higher than the jackpot expectation for N reach.

[0089] Also, for example, if the execution probability of the SP reach is set to 4% when the result of the jackpot determination is a miss and 100% when the result of the jackpot determination is a win, the execution probability of the SPSP reach can be set to 2% when the result of the jackpot determination is a miss, and 100% when the result of the jackpot determination is a win, so that the jackpot expectation for the SPSP reach can be made higher than that for the SP reach. In this way, by setting the execution probability according to the result of the jackpot determination for the executable effects in advance, the jackpot expectation for the effects can be determined.

[0090] 8-3. Hold icon and related icon The pachinko game machine PY1 can display a reserved icon HA on the display unit 50a while storing the reserved special chart 1 or reserved special chart 2. The reserved icon HA is, for example, an icon image of "◯". The pachinko game machine PY1 can also display the icon TA on the display unit 50a while the special chart is being variably displayed. The icon TA is, for example, an icon image of "◯" the same as the reserved icon HA.

[0091] A reserved icon display area 50d is provided at the bottom of the display unit 50a. As shown in FIG. 10(A), the reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko game machine PY1 displays a reserved icon HA in each display area 50d1, 50d2, 50d3, and 50d4 according to the reserved number of special chart 1 or the reserved number of special chart 2. For example, when the reserved number of special chart 1 is "1", the reserved icon HA is displayed in the first display area 50d1, and when the reserved number of special chart 1 is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. In addition, the reserved icon display area 50d may display both the reserved number of special chart 1 and the reserved number of special chart 2, or may display only one of the reserved number of special chart 1 and the reserved number of special chart 2. In addition, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.

[0092] In addition, the icon display area 50e is provided in the lower part of the display unit 50a near the reserved icon display area 50d. The icon display area 50e is configured of one display area, as shown in FIG. 10(A). When the pachinko game machine PY1 starts variable display of the special chart, it displays the icon TA, which is the same as or different from the reserved icon HA, in the icon display area 50e. In addition, in consideration of the playability of the pachinko game machine PY1, the icon TA may not be displayed.

[0093] 8-3-1.Holding effect The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance is, for example, a performance in which the reserved icon HA is displayed in the reserved icon display area 50d, and functions as a performance for notifying the player of the number of reserved special figures 1 or reserved special figures 2.

[0094] When the pachinko game machine PY1 is not performing variable display of the special chart and the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the icon TA is displayed in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two game balls enter the first starting hole 11 during variable display of the special chart, the pachinko game machine PY1 displays the reserved icon HA in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Fig. 10(C), and notifies the player that the number of reserved special charts 1 is "2". In addition, when the pachinko game machine PY1 starts variable display of a new special chart while displaying a reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, as shown in FIG. 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, thereby notifying the player that the reserve number of special chart 1 is "1".

[0095] 8-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart variation performance. The notice performance is a performance that uses the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance that suggests the possibility of a big win game.

[0096] 8-4-1.Movable object production The pachinko game machine PY1 can perform a movable body effect using the on-board movable body 55k or the frame movable body 58k as a notice effect. The movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.

[0097] The pachinko game machine PY1 performs a movable body performance at any timing in the special chart variation performance (for example, the timing when the N reach develops into the SP reach). Here, a movable body performance using the board movable body 55k is exemplified. The movable body performance is a performance in which the board movable body 55k moves on the display unit 50a as shown in FIG. 11(A). In the movable body performance, the pachinko game machine PY1 displays an effect image G4 in a space of the display unit 50a that does not overlap with the board movable body 55k. After the movable body performance, the board movable body 55k returns to a normal standby state (initial position) as shown in FIG. 11(B), and the performance develops. FIG. 11(B) shows a case where the performance develops into the SPSP reach. The movement of the board movable body 55k in the movable body performance can be changed as appropriate.

[0098] 8-4-2. Operation direction The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a notice performance. The operation performance is, for example, a performance in which the player operates the normal button 40 or the special button 41.

[0099] The pachinko game machine PY1 performs an operation presentation at any timing (for example, during SP reach) in the special chart variation presentation. Here, an operation presentation using the normal button 40 is exemplified. In the operation presentation, the pachinko game machine PY1 generates a period during which pressing the normal button 40 is valid (referred to as a "button operation valid period"), and with the occurrence of this button operation valid period, as shown in FIG. 12(A), performs a presentation that encourages the operation of the normal button 40 (referred to as a "button operation promotion presentation"). In the button operation promotion presentation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 is composed of a normal button image G31 imitating the normal button 40, a pressing operation image G32 (here, a text image of "press") showing the operation mode of the normal button 40 (i.e., pressing operation), and an operation valid period remaining time image G33 showing the remaining time of the button operation valid period. In response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid period, the pachinko game machine PY1 ends the button operation prompting effect and performs the operation result effect, as shown in Fig. 12(B). Fig. 12(B) shows a case where a movable body effect in which the on-board movable body 55k is operated is performed as the operation result effect. The content of the operation effect can be changed as appropriate.

[0100] 8-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading effect based on a pre-reading judgment as a notice effect. The pre-reading effect is, for example, an effect in which the reserved icon HA changes, and functions as an effect for suggesting the result of the jackpot judgment in advance.

[0101] The pachinko game machine PY1 performs a look-ahead performance in response to storing the special chart 1 reservation or the special chart 2 reservation. Here, the look-ahead performance for the special chart 1 reservation is illustrated. When the game ball enters the first starting hole 11, the pachinko game machine PY1 displays a "☆" icon image as the reservation icon HA in the reservation icon display area 50d as shown in FIG. 10(C) based on the result of the look-ahead judgment for the special chart 1 reservation when storing the special chart 1 reservation. Note that the look-ahead performance content can be changed as appropriate.

[0102] 9. Internal Configuration Next, the internal configuration of the pachinko game machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of a portion related to the control of the pachinko game machine PY1. As shown in Fig. 13, the pachinko game machine PY1 includes a main control unit 100 that controls the game, and a performance control unit 120 that executes performances. The main control unit 100 and the performance control unit 120 are electrically connected, and the performance control unit 120 mainly executes performances according to instructions from the main control unit 100.

[0103] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game state, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs winning information of game balls from winning devices (first start port 11, second start port 12, gate 13, first big winning port 14, second big winning port 15, general winning port 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands generated according to the game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game memory unit 101c is composed of, for example, a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores a table for selecting game content, game data (special figure 1 reservation, special figure 2 reservation, normal figure reservation, etc.) generated according to the game control, etc.

[0104] The various games are mainly controlled based on winning information and operation information inputted by the game input unit 101a. The game control microcomputer 101 controls the various games using tables and game data stored in the game memory unit 101c.

[0105] 9-2.Table The game control microcomputer 101 can make various selections when controlling a game. When making a selection, a table stored in the game memory unit 101c is referenced. The game memory unit 101c stores the following tables.

[0106] 9-2-1. Fluctuation pattern judgment table The game memory unit 101c stores a variation pattern determination table 103a1 shown in Fig. 14. The variation pattern determination table 103a1 is a table that is referred to when selecting the type of variation pattern. When performing variable display of the first special chart or the second special chart based on the result of the big win determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 and selects the type of variation pattern.

[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of starting hole, the result of the big win determination, the result of the reach determination, the number of reserved special symbols, etc. The reach determination is to determine whether or not the above-mentioned reach performance (N reach, SP reach, SPSP reach) is performed during the variable display of the special symbol, and if the reach performance is performed, it is determined that there is a reach, and if the reach performance is not performed, it is determined that there is no reach. The game control microcomputer 101 can select any one of seven types of variation patterns, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022", as the variation pattern. The game control microcomputer 101 performs the variable display of the first special symbol or the second special symbol in the variable display mode (variable display time) according to the selected variation pattern. The type of variation pattern can be changed as appropriate.

[0108] Here, the role of each variation pattern will be explained. As mentioned above, during the variable display of the special chart, the special chart variation performance is performed. In the special chart variation performance, a performance flow consisting of a single or multiple performances is executed, and each variation pattern is associated with the variable display time of the special chart and the performance flow executed in the special chart variation performance. For example, as shown in FIG. 14, "THP001" and "THP011" correspond to a presentation flow in which the variable display time of the special chart is 120,000 ms and is composed of "normal fluctuation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" correspond to a presentation flow in which the variable display time of the special chart is 100,000 ms and is composed of "normal fluctuation" → "reach" → "N reach" → "SP reach", "THP013" corresponds to a presentation flow in which the variable display time of the special chart is 20,000 ms and is composed of "normal fluctuation" → "reach" → "N reach", and "THP021" and "THP022" correspond to a presentation flow in which the variable display time of the special chart is 13,000 ms or 2,000 ms and is composed only of "normal fluctuation". In this way, the time of the special chart change presentation and the presentation executed in the special chart change presentation are made different depending on the type of change pattern selected by the game control microcomputer 101.

[0109] "THP001" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is an "SPSP reach", so "THP001" is called an "SPSP jackpot fluctuation". "THP002" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is an "SP reach", so "THP002" is called an "SP jackpot fluctuation". "THP011" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is an "SPSP reach", so "THP011" is called an "SPSP miss fluctuation". "THP012" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is an "SP reach", so "THP012" is called an "SP miss fluctuation". In addition, "THP013" is selected when the result of the jackpot determination is a miss, and the end of the performance flow is "N reach", so "THP013" is called "N miss fluctuation". In addition, "THP021" and "THP022" are selected when the result of the jackpot determination is a miss, and the end of the performance flow is "normal fluctuation", so "THP021" and "THP022" are called "normal miss fluctuation". The selection ratio of the fluctuation pattern can be set appropriately, taking into consideration the playability of the pachinko game machine PY1.

[0110] 9-2-2.Look-ahead judgment table The game memory unit 101c stores a look-ahead determination table 103b1 shown in FIG. 15. The look-ahead determination table 103b1 is a table that is referenced when selecting the type of look-ahead pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the look-ahead determination table 103b1 and selects the type of look-ahead pattern. The diagram shown in FIG. 15 is the look-ahead determination table 103b1.

[0111] As shown in Fig. 15, the game control microcomputer 101 selects the type of look-ahead pattern based on the game state, the type of starting hole, the result of look-ahead judgment, etc. The game control microcomputer 101 can select one of three types of look-ahead patterns, "SHP001" to "SHP003", as the look-ahead pattern. The type of look-ahead pattern can be changed as appropriate.

[0112] Since "SHP001" is selected when the result of the look-ahead judgment is a win, "SHP001" is called the "jackpot look-ahead pattern." Also, "SHP002" is selected when the result of the look-ahead judgment is a non-win, and the result of the fluctuation pattern advance judgment is a fluctuation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called the "reach miss look-ahead pattern." Also, "SHP003" is selected when the result of the look-ahead judgment is a non-win, and the result of the fluctuation pattern advance judgment is a fluctuation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called the "normal miss look-ahead pattern."

[0113] 9-2-3.Pattern Judgment Table The game memory unit 101c stores a symbol determination table 103c1 shown in FIG. 16. The symbol determination table 103c1 is a table that is referred to when selecting the type of the stop symbol of the first special symbol and the second special symbol. When a big win determination is performed, the game control microcomputer 101 refers to the symbol determination table 103c1 and selects the type of the stop symbol of the first special symbol and the second special symbol. The diagram shown in FIG. 16 is the symbol determination table 103c1.

[0114] As shown in FIG. 16, the game control microcomputer 101 selects the type of stop pattern of the first special pattern and the second special pattern based on the type of starting hole, the result of the big win determination, etc. The game control microcomputer 101 can select one of seven types of stop patterns, "Big Win Wα Pattern", "Big Win Xα Pattern", "Big Win Yα Pattern", "Big Win Zα Pattern", "Small Win Pattern", "Miss A Pattern", and "Miss B Pattern", as the type of stop pattern. The game control microcomputer 101 performs stop display of the first special pattern or the second special pattern in a manner according to the selected stop pattern. The type of stop pattern can be changed as appropriate.

[0115] Here, the role of each stop pattern will be explained. As mentioned above, after the special pattern stops, there are times when a big win game is played, when a small win game is played, when the time is reduced, and when nothing is played and it is a miss. There are four types of big win games ("Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", "Big Win Game Zα"), one type of small win game, and two types of misses (the above-mentioned specific miss, and simple miss), and each stop pattern is associated with the type of big win game, the type of small win game, and the type of miss. For example, as shown in Fig. 16, "jackpot Wα symbol" corresponds to "jackpot game Wα", "jackpot Xα symbol" corresponds to "jackpot game Xα", "jackpot Yα symbol" corresponds to "jackpot game Yα", "jackpot Zα symbol" corresponds to "jackpot game Zα", "small win symbol" corresponds to small win game, "miss A symbol" corresponds to a simple miss where nothing is done, and "miss B symbol" corresponds to a time-saving state. In this way, the type of jackpot game to be executed, the type of small win game, and the type of miss (whether or not to enter a time-saving state) are made different depending on the type of stop symbol selected by the game control microcomputer 101.

[0116] The "jackpot Wα symbol" and the "jackpot Yα symbol" are selected when a jackpot game that results in a high probability state is played afterwards, so the "jackpot Wα symbol" and the "jackpot Yα symbol" are sometimes called "probable variable symbols". The "jackpot Xα symbol" and the "jackpot Zα symbol" are determined when a jackpot game that results in a normal probability state is played afterwards, so the "jackpot Xα symbol" and the "jackpot Zα symbol" are sometimes called "normal symbol". The "miss A symbol" is determined when a simple miss occurs afterwards, so the "miss A symbol" is sometimes called "normal miss symbol". The "miss B symbol" is determined when a specific miss occurs afterwards, so the "miss B symbol" is sometimes called "miss time-saving symbol". The selection ratio of the stop symbols can be set appropriately, taking into account the playability of the pachinko game machine PY1.

[0117] 9-3. Commands The game control microcomputer 101 can output the performance command generated according to the game control to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.

[0118] 9-3-1. Winning Commands The winning command is generated in association with the winning of the game ball into various winning devices (the first start port 11, the second start port 12, the gate 13, the first large winning port 14, the second large winning port 15, the general winning port 10, etc.). The winning commands include a first start port command generated by the game ball winning the first start port 11, a second start port command generated by the game ball winning the second start port 12, a gate command generated by the game ball passing through the gate 13, a first large winning port command generated by the game ball winning the first large winning port 14, a first large winning port command generated by the game ball winning the second large winning port 15, a general winning port command generated by the game ball winning the general winning port 10, etc.

[0119] 9-3-2. Special command The special chart command is generated in relation to the operation of the first special chart and the second special chart. The special chart command includes a special chart change pattern command generated by determining the change pattern of the special chart, a special chart stop pattern command generated by determining the stop pattern of the special chart, a special chart start command generated by starting the variable display of the special chart, and a special chart confirmation command generated by the stop display of the special chart.

[0120] 9-3-3. General Map Commands The map command is generated in relation to the map operation. Examples of map commands include the map start command, which is generated by starting the map variable display, and the map confirmation command, which is generated by stopping the map display.

[0121] 9-3-4. Pending commands Reserve commands are generated in relation to the increase or decrease in the number of reserved special drawing 1 drawings, special drawing 2 drawings, and regular drawing drawings. Examples of reserve commands include a special drawing 1 reserve increase command generated by an increase in the number of reserved special drawing 1 drawings, a special drawing 1 reserve decrease command generated by a decrease in the number of reserved special drawing 1 drawings, a special drawing 2 reserve increase command generated by an increase in the number of reserved special drawing 2 drawings, a special drawing 2 reserve decrease command generated by a decrease in the number of reserved special drawing 2 drawings, a regular drawing reserve increase command generated by an increase in the number of reserved regular drawings, and a regular drawing reserve decrease command generated by a decrease in the number of reserved regular drawings.

[0122] 9-3-5. Jackpot game command The jackpot game command is generated in association with the operation of the jackpot game. The jackpot game command includes an OP command generated by the start of an OP, a round command generated by the start of each round game, and an ED command generated by the start of an ED.

[0123] 9-3-6. Small Win Game Command The small win game command is generated in association with the operation of the small win game. The small win game command includes a pre-opening IT command generated by starting the pre-opening IT, a post-opening IT command generated by starting the post-opening IT, etc.

[0124] 9-3-7. Auxiliary game commands The auxiliary game command is generated in association with the operation of the auxiliary game. An example of the auxiliary game command is an auxiliary game start command that is generated upon the start of the auxiliary game.

[0125] 9-3-8. Game status command The game state command is generated in relation to the current game state. The game state commands include a normal probability command generated when the game state is in a normal probability state, a high probability command generated when the game state is in a high probability state, a non-time-saving command generated when the game state is in a non-time-saving state, a time-saving command generated when the game state is in a time-saving state, and a jackpot command generated when the game state is in a jackpot game state.

[0126] 9-4. Production control unit The performance control unit 120 includes a performance control microcomputer 121. The performance control microcomputer 121 includes, for example, a CPU, and mainly executes various performances (performance mode, special chart change performance, hold performance, notice performance, etc.). The performance control microcomputer 121 also includes a performance input unit 121a and a performance storage unit 121b. The performance input unit 121a inputs performance commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The performance storage unit 121b is configured, for example, with a ROM and a RAM, and stores a processing program for processing performed by the CPU in various performances, a table for selecting notice performances, etc., performance data generated according to the execution of a performance, etc.

[0127] Various effects are mainly executed based on the command for effect and the operation information inputted by the effect input unit 121a. The effect control microcomputer 121 executes various effects using the processing program, the table, the effect data, etc. stored in the effect storage unit 121b.

[0128] First Embodiment The first embodiment will be described below with reference to Figures 17 to 20. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.

[0129] First, the second large prize opening 15 installed in the game area 6 will be described with reference to Fig. 17. As shown in Fig. 17, the second large prize opening 15 is equipped with a distribution member 16k capable of distributing game balls. The distribution member 16k is configured to be movable forward and backward by a distribution solenoid (not shown). The distribution solenoid is electrically connected to the game control microcomputer 101, and the game control microcomputer 101 can control the distribution solenoid according to the progress of the game.

[0130] 17, the second large prize opening 15 is provided with a specific area 16 and a non-specific area 17 through which the game ball that entered the second large prize opening 15 can pass, and the game control microcomputer 101 can use a distribution solenoid to move the distribution member 16k back and forth to set the game ball that entered the second large prize opening 15 in either a first passing state in which the game ball that entered the second large prize opening 15 can pass through the specific area 16 or a second passing state in which the game ball that entered the second large prize opening 15 can pass through the non-specific area 17. Transparent windows made of synthetic resin are provided in front of the specific area 16 and the non-specific area 17, allowing the player to visually see whether the game ball that entered the second large prize opening 15 has passed through the specific area 16 or the non-specific area 17.

[0131] In addition, the distribution member 16k is usually held at the advanced position so as to be in the second passing state, and when a small win game is executed, it retreats to the retreat position for a predetermined time (for example, 1.5 seconds) and changes to the first passing state. The operation of the distribution member 16k in the small win game will be described later in detail.

[0132] Next, the stop symbols selectable by the game control microcomputer 101 will be described with reference to Fig. 19. As shown in Fig. 18, the game memory unit 101c of the game control microcomputer 101 stores a symbol A determination table 103c2. The game control microcomputer 101 can select the stop symbols of the first special symbol and the second special symbol using the symbol A determination table 103c2.

[0133] Fig. 19 is a diagram showing the contents of the symbol A determination table 103c2. The game control microcomputer 101 selects the type of stop symbol based on the type of start hole and the result of the big win determination. As shown in Fig. 19, there are five types of stop symbols: "Big Win X10 Symbol", "Big Win Z10 Symbol", "Small Win A Symbol", "Small Win B Symbol", and "Miss A Symbol".

[0134] Specifically, when the target starting hole (the starting hole into which the game ball entered) is the first starting hole 11, if the result of the jackpot determination is a "jackpot win", the "jackpot X10 symbol" is selected 50% of the time and the "jackpot Z10 symbol" is selected 50% of the time, and if the result of the jackpot determination is a "miss", the "miss A symbol" is selected 100% of the time.

[0135] In addition, when the target starting hole (the starting hole into which the game ball entered) is the second starting hole 12, if the result of the jackpot determination is a "jackpot win", the "jackpot X10 symbol" is selected 80% of the time and the "jackpot Z10 symbol" is selected 20% of the time, if the result of the jackpot determination is a "small jackpot win", the "small jackpot A symbol" is selected 80% of the time and the "small jackpot B symbol" is selected 20% of the time, and if the result of the jackpot determination is a "miss", the "miss A symbol" is selected 100% of the time.

[0136] In the first embodiment, the probability that the result of the jackpot determination will be a "jackpot win" is set to "1 / 300" at both the first starting port 11 and the second starting port 12, and the probability that the result of the jackpot determination will be a "small prize win" is set to "0" at the first starting port 11 and to "1 / 8" at the second starting port 12, but the probability of a "jackpot win" and the probability of a "small prize win" can be changed as appropriate.

[0137] In addition, in the first embodiment, the upper limit number of reserved special drawings 1 is set to "4", and the upper limit number of reserved special drawings 2 is set to "4", but each upper limit number may be changed as appropriate.

[0138] Next, the jackpot games that can be executed by the game control microcomputer 101 will be described. The game control microcomputer 101 can execute different types of jackpot games according to the type of the stopped symbol selected by the symbol A determination table 103c2. There are four types of jackpot games: "jackpot game X10", "jackpot game Z10", "jackpot game X9", and "jackpot game Z9" (see FIG. 19).

[0139] When the "jackpot X10 symbol" is selected by the symbol A determination table 103c2, the "jackpot game X10" is executed. The "jackpot game X10" is a jackpot game in which the first big prize winning hole 14 is opened and a round game is played 10 times, and each round game continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first big prize winning hole 14.

[0140] In addition, when the "jackpot Z10 symbol" is selected by the symbol A determination table 103c2, the "jackpot game Z10" is executed. The "jackpot game Z10" is a jackpot game in which 10 rounds of games in which the first big prize winning hole 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first big prize winning hole 14.

[0141] In addition, when the "small win A symbol" is selected by the symbol A determination table 103c2, a small win game in which the second large winning hole 15 is opened is executed, and only when the game ball passes through the specific area 16 of the second large winning hole 15 in the small win game, the "jackpot game X9" is executed. The "jackpot game X9" is a jackpot game in which nine round games in which the first large winning hole 14 is opened are played, and each round game continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large winning hole 14.

[0142] In addition, when the "small win B symbol" is selected by the symbol A determination table 103c2, a small win game in which the second large winning hole 15 is opened is executed, and only when the game ball passes through the specific area 16 of the second large winning hole 15 in the small win game, a "jackpot game Z9" is executed. The "jackpot game Z9" is a jackpot game in which nine round games in which the first large winning hole 14 is opened are played, and each round game continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large winning hole 14.

[0143] In addition, the type of jackpot opening used in the jackpot game, the number of rounds of play, the specified opening time of the jackpot opening, and the specified number of jackpot openings can be changed as appropriate.

[0144] In the first embodiment, the number of prize balls paid out when one game ball enters the first big winning port 14 is set to 15, and it is set so that about 1500 prize balls can be won in the "big win game X10" or the "big win game Z10" regardless of whether the "big win X10 symbol" or the "big win Z10 symbol" is stopped and displayed. In addition, the number of prize balls paid out when one game ball enters the second big winning port 15 is also set to 15, and it is set so that about 1500 prize balls can be won in the small win game and the "big win game X9" or the small win game and the "big win game Z9" regardless of whether the "small win A symbol" or the "small win B symbol" is stopped and displayed.

[0145] Here, the details of the small win game will be described with reference to FIG. 20. FIG. 20 is a time chart showing the flow of the small win game. As shown in FIG. 20, when the "small win A pattern" or the "small win B pattern" is displayed as the stop pattern of the special chart, the small win game is played. Then, according to the start of the small win game, the pre-opening IT is set first. The pre-opening IT continues until 8000 ms has elapsed, and when the pre-opening IT ends, the second large winning opening 15 opens, and the distribution member 16k retreats to the first passing state. The opening of the second large winning opening 15 continues until 2000 ms has elapsed or until 10 game balls have entered the second large winning opening 15, while the retreat of the distribution member 16k continues until 1500 ms has elapsed. Then, when the opening of the second large winning opening 15 ends, the post-opening IT is set. The post-opening IT continues until 2000 ms has elapsed, and the end of the post-opening IT marks the end of the small win game.

[0146] In the first passing state, the game ball that has entered the second large winning port 15 during the small winning game passes through the specific area 16 without flowing down to the non-specific area 17 because the distribution member 16k is in the retracted position, whereas in the second passing state, the distribution member 16k is in the advanced position, so the game ball flows down over the distribution member 16k and passes through the non-specific area 17. If the game ball passes through the specific area 16, then a "jackpot game X9" or a "jackpot game Z9" is played, whereas if the game ball does not pass through the specific area 16, then neither a "jackpot game X9" nor a "jackpot game Z9" is played.

[0147] In the first embodiment, the second large prize opening 15 is in the first passing state for most of the time it is open, so that if a game ball enters the second large prize opening 15, the game ball has a high probability of passing through the specific area 16, but the time of the first normal state may be shortened to make it more difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16.

[0148] Next, the game states that can be controlled by the game control microcomputer 101 will be described. The game control microcomputer 101 can control different types of game states according to the type of the stopped symbol selected by the symbol A determination table 103c2. As types of game states, in addition to the "low probability low base game state" controlled in the initial state (when the power is turned on), there is also a "low probability high base game state" (see FIG. 19).

[0149] When the "jackpot X10 pattern" is selected by the pattern A determination table 103c2, the game state is controlled to a "low probability high base game state" after the jackpot game state in which the "jackpot game X10" is executed. This "low probability high base game state" continues until the number of times the variable display of the second special symbol reaches the upper limit of 100 times. If the next jackpot game is executed before the number of times the variable display of the second special symbol reaches the upper limit, the "low probability high base game state" ends even before the number of times the variable display of the second special symbol reaches the upper limit.

[0150] In addition, when the "jackpot Z10 pattern" is selected by the pattern A determination table 103c2, the game state is controlled to a "low probability low base game state" after the jackpot game state in which the "jackpot game Z10" is executed, and is not controlled to a "low probability high base game state". In the first embodiment, the game state is controlled to a "low probability low base game state" after the jackpot game state regardless of the game state when the "jackpot Z10 pattern" is stopped and displayed, but the game state may be controlled to a "low probability high base game state" after the jackpot game state only when the game state when the "jackpot Z10 pattern" is stopped and displayed is a "low probability high base game state".

[0151] In addition, when the "small win A pattern" is selected by the pattern A determination table 103c2 and the game ball passes through the specific area 16 in the small win game, the game is controlled to a "low probability high base game state" after the big win game state in which the "big win game X9" is executed. This "low probability high base game state" continues until the number of times the variable display of the second special chart reaches the upper limit of 100 times. In addition, if the next big win game is executed before the number of times the variable display of the second special chart reaches the upper limit, the "low probability high base game state" ends even before the number of times the variable display of the second special chart reaches the upper limit.

[0152] In addition, when the "small win B pattern" is selected by the pattern A determination table 103c2 and the game ball passes through the specific area 16 during the small win game, the game state is controlled to a "low probability low base game state" after the big win game state in which the "big win game Z9" is executed.

[0153] In addition, when the "small win A pattern" or "small win B pattern" is selected by the pattern A determination table 103c2 and the game ball does not pass through the specific area 16 in the small win game, if the current game state is controlled to the "low probability low base game state", the "low probability low base game state" continues even after the small win game ends. On the other hand, when the current game state is controlled to the "low probability high base game state", if the number of times of variable display of the second special chart has not yet reached the upper limit number of times, the "low probability high base game state" continues, and if the number of times of variable display of the second special chart has reached the upper limit number of times, it is controlled to the "low probability low base game state".

[0154] In addition, when the "miss A pattern" is selected by the pattern A determination table 103c2, if the current game state is controlled to the "low probability low base game state", the "low probability low base game state" continues, whereas if the current game state is controlled to the "low probability high base game state", the "low probability high base game state" continues if the number of times the second special chart is variable displayed has not yet reached the upper limit, and if the number of times the second special chart is variable displayed has reached the upper limit, the game state is controlled to the "low probability low base game state".

[0155] In addition, in the jackpot determination for the second special chart, the probability of determining that a small jackpot has been won is set to 1 / 8, so the "low probability high base game state" in which the game ball is likely to enter the second starting hole 12 and the maximum number of times is 100 can be said to be a game state for generating the next jackpot game.

[0156] Therefore, it can be said that the "jackpot game X10" or "jackpot game X9" that is subsequently controlled to the "low probability high base game state" is a jackpot game that is more advantageous to the player than the "jackpot game Z10" or "jackpot game Z9" that is not subsequently controlled to the "low probability high base game state". The upper limit number of times of the "low probability high base game state" can be changed as appropriate.

[0157] <Advantages of the First Embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.

[0158] (1) In the "low probability low base game state", when the "jackpot X10 symbol" is displayed as the stop symbol of the first special symbol, after the jackpot game state in which the "jackpot game X10" in which about 1500 prize balls can be won is executed, the game state changes to a "low probability high base game state" in which the second special symbol is displayed in a variable manner and it is easy for the game ball to enter the second starting hole 12. In this "low probability high base game state", the stop symbols of the second special symbol are the "jackpot X10 symbol", "jackpot Z10 symbol", "small prize A symbol" or "small prize B symbol". When these symbols are displayed, a "jackpot game X10", a "jackpot game Z10", a small jackpot game + a "jackpot game X9" or a small jackpot game + a "jackpot game Z9" in which about 1500 prize balls can be won will be executed. Therefore, the display of the "jackpot X10 symbol" in the "low probability low base game state" suggests to the player that at least about 3000 prize balls can be won, which can increase the player's interest in the game.

[0159] (2) In the "low probability high base game state", if the "jackpot X10 symbol" or the "small jackpot A symbol" is displayed as the stop symbol of the second special chart, the "low probability high base game state" continues after the jackpot game state in which the "jackpot game X10" or the small jackpot game + "jackpot game X9" in which about 1500 prize balls can be won is executed. In this "low probability high base game state", the "jackpot X10 symbol", "jackpot Z10 symbol", "small jackpot A symbol" or "small jackpot B symbol" is displayed as the stop symbol of the second special chart. When these symbols are displayed, a "jackpot game X10", a "jackpot game Z10", a small prize game + a "jackpot game X9" or a small prize game + a "jackpot game Z9" in which approximately 1500 prize balls can be won will be executed. Therefore, the display of the "jackpot X10 symbol" or the "small prize A symbol" in the "low probability high base game state" suggests to the player that at least approximately 3000 prize balls can be won, which can increase the player's interest in the game.

[0160] <Second embodiment> The second embodiment will be described below with reference to Figures 21 to 29. Unless otherwise stated, the pachinko game machine PY1 of the basic embodiment and the first embodiment described above is also applied to the second embodiment.

[0161] First, the flash device 54F provided on the game board 1 will be described with reference to FIG. 21. On the game board 1, a normal lamp device 54T having a normal lamp 54TL and a flash device 54F having a flash lamp 54FL are provided as board lamps 54 near the display unit 50a of the image display device 50. LEDs are built into each of the normal lamp 54TL and the flash lamp 54FL and are connected to the performance control unit 120. The performance control microcomputer 121 can cause the normal lamp 54TL and the flash lamp 54FL to emit light in any color. In the second embodiment, the normal lamp 54TL is configured to emit light in full color, and the flash lamp 54FL is configured to emit light in white.

[0162] In addition, the flash device 54F is provided with a lens body 54FLk that diffuses light, and the light emission of the flash lamp 54FL is performed through the lens body 54FLk. The lens body 54FLk is configured to be able to diffuse light over a wider range than the lens body provided in the normal lamp device 54T, and the light emission of the flash lamp 54FL is easier to recognize than the light emission of the normal lamp 54TL. Note that, although details will be described later, the flash lamp 54FL is set to emit light only in the special chart variation performance corresponding to the variation pattern selected by the judgment of "jackpot winning" in the jackpot judgment.

[0163] Next, with reference to Fig. 22 to Fig. 29, the special chart variation presentation that can be executed by the presentation control microcomputer 121 according to the variation pattern selected by the game control microcomputer 101 will be described. The presentation control microcomputer 121 can execute the following presentations in the special chart variation presentation in the non-time-saving state.

[0164] A. Normal fluctuation "Normal variation" is a performance that may be performed in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is performed first in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.

[0165] B. Leach "Reach" is an effect that may occur after "normal fluctuation", in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. Since "Reach" may occur when the result of the jackpot determination is "jackpot win", it functions as an effect that suggests that a jackpot game may occur. In addition, since "Reach" may develop into a reach effect such as "N reach", "SP reach", or "SPSP reach", it also functions as an effect that suggests that a reach effect may occur.

[0166] CN Reach "N Reach" is a performance that may occur after a "reach" is established, and is a reach performance in which the fluctuation speed of the middle performance pattern EZ2 gradually slows down. Since "N Reach" may occur when the result of the jackpot judgment is "jackpot winning", it functions as a performance that suggests the possibility of a jackpot game.

[0167] D.SP Reach "SP Reach" is an effect that can occur after "N Reach" and is a reach effect in which the main character and the enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "jackpot win" than when it is "miss," so it functions as an effect that suggests the possibility of a jackpot game.

[0168] E.SPSP Reach "SPSP reach" is an effect that may occur after "SP reach", and is a reach effect in which the main character battles a strong enemy character. "SPSP reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when "SP reach" develops into "SPSP reach" than when it does not develop from "SP reach" into "SPSP reach", "SPSP reach" also functions as an effect that suggests that there is a high possibility of a jackpot game being played compared to "SP reach".

[0169] F. Premiere Preview The "Premium Notice" is an effect that may occur during "Normal Variation", "N Reach" or "SPSP Reach", and is a notice effect in which the flash lamp 54FL lights up. The "Premium Notice" is performed when the result of the jackpot determination is "jackpot win", so it functions as an effect to notify that a jackpot game will occur. In addition, the "Premium Notice" is more likely to occur when the type of stopped symbol is "jackpot X10 symbol" than when it is "jackpot Z10 symbol", so it also functions as an effect suggesting that there is a high possibility of a "low probability high base game state" occurring after the jackpot game.

[0170] FA.Normal flash notice The "normal flash preview" is a type of "premiere preview" in which the flash lamp 54FL lights up without any warning.

[0171] FB. Flash notice after teasing The "post-teasing flash preview" is a type of "premiere preview" and is a preview performance in which the main character is displayed on the display unit 50a near the flash device 54F and then the flash lamp 54FL lights up.

[0172] G. Premiere promotion failure notice The "Premium Tease Failed Announcement" is an effect that may occur during "Normal Variation" or "N Reach", and like the "Post-Tease Flash Announcement", it is an announcement effect in which the main character is displayed on the display unit 50a near the flash device 54F, but the flash lamp 54FL does not light up. Because the "Premium Tease Failed Announcement" includes the same effects as the "Post-Teaser Flash Announcement", it functions as an effect that makes the player think that the flash lamp 54FL may light up.

[0173] H. Appearance rate change effect The "appearance rate change effect" is an effect that may be performed when a "normal change" is being performed, and is an operation effect that changes the appearance rate of the "premiere notice" by operating the normal button 40. In the second embodiment, in effects other than the "normal change" of the special chart change effect, the operation of the normal button 40 that triggers the execution of the "appearance rate change effect" is disabled, but even in effects other than the "normal change" of the special chart change effect, the operation of the normal button 40 that triggers the execution of the "appearance rate change effect" may be enabled so that the appearance rate of the "premiere notice" can be changed.

[0174] Next, the main special chart change performance flow executed in the non-time-saving state will be described with reference to Fig. 22. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance constituting the performance flow, and can execute a light emission performance using the frame lamp 53 and the board lamp 54 and a sound performance using the speaker 52 according to the display of the performance image.

[0175] In the special chart change performances with the change patterns of "SPSP big win change" and "SPSP miss change", the performance flow is executed as shown in Fig. 22(A) consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach". In these special chart change performances, "normal change", "N reach", and "SPSP reach" may have a "premium announcement", and in these special chart change performances, "normal change" and "N reach" may have a "premium teasing failure announcement".

[0176] In addition, in the special chart change performance with the change pattern of "SP big win change" and "SP miss change", the performance flow consisting of "normal change" → "reach" → "N reach" → "SP reach" is executed as shown in Figure 22 (B). In addition, in the "normal change" and "N reach" in these special chart change performances, "premium notice" and "premium teasing failure notice" may be performed.

[0177] In addition, in the special chart change performance where the change pattern is "N Miss Change", the performance flow consisting of "Normal Change" → "Reach" → "N Reach" is executed as shown in Figure 22 (C). In addition, in the "Normal Change" and "N Reach" in these special chart change performances, "Premium Incitement Failure Notice" may be performed.

[0178] In addition, in the special chart change presentation in which the change pattern is "normal miss A change" or "normal miss B change", a presentation flow consisting of only "normal change" is executed, as shown in FIG. 22(D).

[0179] Next, the "appearance rate change performance" will be specifically described with reference to Fig. 25. The performance control microcomputer 121 can execute the "appearance rate change performance" in the "normal change" of the special chart change performance, regardless of the type of change pattern.

[0180] As shown in FIG. 23, the effect storage unit 121b of the effect control microcomputer 121 stores a premiere preview A selection table 123a1, a premiere preview B selection table 123a2, and a premiere preview flag 123b1.

[0181] The premiere preview A selection table 123a1 is set to have a lower appearance rate of "premiere preview" than the premiere preview B selection table 123a2, and the premiere preview B selection table 123a1 is set to have a higher appearance rate of "premiere preview" than the premiere preview A selection table 123a1.

[0182] Furthermore, the premier notice flag 123b1 is used to specify which of the premier notice A selection table 123a1 and the premier notice B selection table 123a2 is to be used when executing the "premiere notice", and is set to either a value of "0" or "1". When the premier notice flag 123b1 is "0", the premier notice A selection table 123a1 is used, and when the premier notice flag 123b1 is "1", the premier notice B selection table 123a2 is used. When the power supply of the pachinko game machine PY1 is turned on, the premier notice flag 123b1 is set to "0" as the initial state.

[0183] The performance control microcomputer 121 switches the value of the premier notice flag 123b1 in response to the operation of the normal button 40 in the "appearance rate change performance." Specifically, when the premier notice flag 123b1 is "0," if the normal button 40 is operated only once, the premier notice flag 123b1 is switched to "1," and when the premier notice flag 123b1 is "1," if the normal button 40 is operated only once, the premier notice flag 123b1 is switched to "0." Details of each selection table will be described later.

[0184] Fig. 25 is a diagram showing how the "appearance rate change effect" is performed. When the first special chart change effect starts after the power of the pachinko game machine PY1 is turned on, the premium low image G300 is displayed at the lower left of the display unit 50a, as shown in Fig. 25(A), in response to the premium notice flag 123b1 being set to "0". The premium low image G300 is an image suggesting that the appearance rate of the "premium notice" can be changed, and is composed of a text image of "premium" and a text image of "low".

[0185] The premium low image G300 is always displayed during the period when the "normal change" of the special chart change performance is being performed, and during the display period of the premium low image G300, when selecting whether or not to execute the "premiere notice", the premium notice A selection table 123a1 is used since the premium notice flag 123b1 is "0".

[0186] On the other hand, when the normal button 40 is operated during the display period of the premium low image G300, the premium notice flag 123b1 is switched to "1", and in response to the premium notice flag 123b1 being set to "1", the premium high image G301 is displayed in the lower left part of the display unit 50a as shown in Fig. 25(B). The premium high image G301, like the premium low image G300, is an image suggesting that the appearance rate of the "premiere notice" can be changed, and is composed of a text image of "Premiere" and a text image of "High".

[0187] The premium high image G301 is always displayed during the period when the "normal change" of the special chart change performance is being performed, and during the display period of the premium high image G301, when selecting whether or not to execute the "premiere notice", the premium notice B selection table 123a2 is used since the premium notice flag 123b1 is "1".

[0188] Next, the "premium notice" will be specifically described with reference to Fig. 24 and Fig. 26 to Fig. 28. The performance control microcomputer 121 can execute the "premium notice" in the "normal change", "N reach", and "SPSP reach" in the special chart change performance of the "SPSP big win change" and "SP big win change" change patterns.

[0189] When the premiere notice flag 123b1 is set to "0", the performance control microcomputer 121 can use the premiere notice A selection table 123a1 to select whether or not to execute a "premiere notice", and if so, at which of the "normal variation", "N reach", and "SPSP reach" the "premiere notice" will be executed, and whether or not to execute a "normal flash notice" or a "flash notice after teasing".When the premiere notice flag 123b1 is set to "1", the performance control microcomputer 121 can use the premiere notice B selection table 123a2 to select whether or not to execute a "premiere notice", and if so, at which of the "normal variation", "N reach", and "SPSP reach" the "premiere notice" will be executed, and whether or not to execute a "normal flash notice" or a "flash notice after teasing".

[0190] Fig. 24(A) is a diagram showing the contents of the premier notice A selection table 123a1. The performance control microcomputer 121 refers to the type of variation pattern and the type of stop symbol, and selects whether to execute the "premiere notice", and if so, at which timing of the "normal variation", "N reach" and "SPSP reach" the "premiere notice" will be executed, and which of the "normal flash notice" and the "post-teasing flash notice" will be executed. In the "SPSP reach", only the "normal flash notice" is executed out of the "normal flash notice" and the "post-teasing flash notice".

[0191] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the type of stopping symbol is "jackpot X10 symbol," the execution of a "normal flash notice" during a "normal fluctuation" is selected 5%, the execution of a "flash notice after teasing" during a "normal fluctuation" is selected 5%, the execution of a "normal flash notice" during an "N reach" is selected 2%, the execution of a "flash notice after teasing" during an "N reach" is selected 2%, the execution of a "normal flash notice" during an "SPSP reach" is selected 5%, and the execution of a "premiere notice" is not selected 81% of the time.

[0192] In addition, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the type of stopping pattern is "jackpot Z10 pattern," the execution of a "normal flash notice" during an "N reach" is selected 2%, the execution of a "flash notice after teasing" during an "N reach" is selected 2%, and the non-execution of a "premiere notice" is selected 96% of the time, while the execution of a "normal flash notice" during a "normal fluctuation," the execution of a "flash notice after teasing" during a "normal fluctuation," and the execution of a "normal flash notice" during an "SPSP reach" are not selected.

[0193] In addition, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) and the type of stopping pattern is "jackpot X10 pattern," the execution of a "normal flash notice" during a "normal fluctuation" is selected 5%, the execution of a "flash notice after teasing" during a "normal fluctuation" is selected 5%, the execution of a "normal flash notice" during an "N reach" is selected 2%, the execution of a "flash notice after teasing" during an "N reach" is selected 2%, and the non-execution of a "premiere notice" is selected 86%, and the execution of a "normal flash notice" during an "SPSP reach" is not selected.

[0194] In addition, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) and the type of stopping pattern is "jackpot Z10 pattern," the execution of a "normal flash notice" in an "N reach" is selected 1%, the execution of a "flash notice after teasing" in an "N reach" is selected 1%, and the non-execution of a "premiere notice" is selected 98% of the time, while the execution of a "normal flash notice" in a "normal fluctuation," the execution of a "flash notice after teasing" in a "normal fluctuation," and the execution of a "normal flash notice" in an "SPSP reach" are not selected.

[0195] Fig. 24(B) is a diagram showing the contents of the premier notice B selection table 123a2. The performance control microcomputer 121 refers to the type of variation pattern and the type of stop symbol, and selects whether to execute the "premiere notice", and if so, at which timing of the "normal variation", "N reach" and "SPSP reach" it will be executed, and which of the "normal flash notice" and the "post-teasing flash notice" will be executed. In the "SPSP reach", only the "normal flash notice" is executed out of the "normal flash notice" and the "post-teasing flash notice".

[0196] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the type of stopping symbol is "jackpot X10 symbol," the execution of a "normal flash notice" during a "normal fluctuation" is selected 15%, the execution of a "flash notice after teasing" during a "normal fluctuation" is selected 5%, the execution of a "normal flash notice" during an "N reach" is selected 2%, the execution of a "flash notice after teasing" during an "N reach" is selected 2%, the execution of a "normal flash notice" during an "SPSP reach" is selected 15%, and the execution of a "premiere notice" is not selected 61% of the time.

[0197] In addition, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the type of stopping pattern is "jackpot Z10 pattern," the execution of a "normal flash notice" during an "N reach" is selected 2%, the execution of a "flash notice after teasing" during an "N reach" is selected 2%, and the non-execution of a "premiere notice" is selected 96% of the time, while the execution of a "normal flash notice" during a "normal fluctuation," the execution of a "flash notice after teasing" during a "normal fluctuation," and the execution of a "normal flash notice" during an "SPSP reach" are not selected.

[0198] In addition, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) and the type of stopping pattern is "jackpot X10 pattern," the execution of a "normal flash notice" during a "normal fluctuation" is selected 15%, the execution of a "flash notice after teasing" during a "normal fluctuation" is selected 5%, the execution of a "normal flash notice" during an "N reach" is selected 2%, the execution of a "flash notice after teasing" during an "N reach" is selected 2%, and the non-execution of a "premiere notice" is selected 76%, and the execution of a "normal flash notice" during an "SPSP reach" is not selected.

[0199] In addition, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) and the type of stopping pattern is "jackpot Z10 pattern," the execution of a "normal flash notice" in an "N reach" is selected 1%, the execution of a "flash notice after teasing" in an "N reach" is selected 1%, and the non-execution of a "premiere notice" is selected 98% of the time, while the execution of a "normal flash notice" in a "normal fluctuation," the execution of a "flash notice after teasing" in a "normal fluctuation," and the execution of a "normal flash notice" in an "SPSP reach" are not selected.

[0200] In other words, whether the Premier Notice A selection table 123a1 or the Premier Notice B selection table 123a2 is used, the appearance rate of the "Premiere Notice" is set to be higher when the type of stopping pattern is a "Jackpot X10 pattern" than when the type is a "Jackpot Z10 pattern", and the "Premiere Notice" functions as a presentation suggesting that there is a high possibility of entering a "low probability high base game state" after a jackpot game.

[0201] Furthermore, regardless of whether the Premier Notice A selection table 123a1 or the Premier Notice B selection table 123a2 is used, the execution of the "Premier Notice" during "normal variation" and the "Premier Notice" during "SPSP reach" are set to be selected only when the type of stopped pattern is "jackpot X10 pattern", and the "Premier Notice" during "normal variation" and the "Premier Notice" during "SPSP reach" function as a presentation to notify that the game will enter a "low probability high base game state" after a jackpot game.

[0202] In addition, in the premier notice B selection table 123a2, only the appearance rate of the "normal flash notice" out of the "normal flash notice" and the "post-teasing flash notice" is set higher than that in the premier notice A selection table 123a1. In addition, in the premier notice B selection table 123a2, only the appearance rate of the "premiere notice" in the "normal fluctuation" and "SPSP reach" out of the "normal fluctuation", "N reach" and "SPSP reach" is set higher than that in the premier notice A selection table 123a1. In addition, in the premier notice B selection table 123a2, only the appearance rate of the "premiere notice" in the "jackpot X10 symbol" out of the "jackpot X10 symbol" and the "jackpot Z10 symbol" is set higher than that in the premier notice A selection table 123a1.

[0203] In addition, the selection ratio indicated by the premiere preview A selection table 123a1 shown in Figure 24 (A) and the selection ratio indicated by the premiere preview B selection table 123a2 shown in Figure 24 (B) can be changed as appropriate.

[0204] When executing a "premiere notice" in a special chart change performance, the performance control microcomputer 121 can execute either a "normal flash notice" or a "post-hype flash notice" at the timing selected by the premier notice A selection table 123a1 or the premier notice B selection table 123a2.

[0205] 26(A) to 26(B) are diagrams showing how a "normal flash notice" is performed in a "normal change". Here, the "normal flash notice" performed in a "normal change" in the special chart change performance of the change pattern "SPSP big win change" is illustrated.

[0206] When the "normal change" of the special chart change effect starts, the effect patterns EZ1, EZ2, and EZ3 are displayed in a changing manner on the display unit 50a, and at the same time, as shown in Figure 26 (A), the normal lamp 54TL of the normal lamp device 54T emits green light, and the flash lamp 54FL of the flash device 54F emits white light.

[0207] Thereafter, the normal lamps 54TL change their illumination mode (illumination color and lighting / flashing) as the game progresses from "reach" to "N reach" to "SP reach" to "SPSP reach." On the other hand, the flash lamps 54FL continue to emit white light without changing their illumination mode even as the game progresses. Then, as shown in FIG. 26(B), when the "SPSP reach" ends and the performance symbols EZ1, EZ2, and EZ2 stop and display in a mode indicating a jackpot (here, the repeated numbers "5·5·5"), the normal lamps 54TL change to emitting rainbow colors, and accordingly the flash lamps 54FL go out, and the "normal flash notice" ends.

[0208] 26(C) to 26(E) are diagrams showing how the "Flash Notice after Provocation" is performed in the "Normal Variation". Here, the "Flash Notice after Provocation" performed in the "Normal Variation" in the special chart variation performance of the variation pattern "SPSP Big Win Variation" is illustrated.

[0209] When the "normal variation" of the special chart variation performance starts, the performance patterns EZ1, EZ2, and EZ3 are displayed in a varying manner on the display unit 50a, and at the same time, as shown in Fig. 26(C), the normal lamp 54TL of the normal lamp device 54T emits green light, the main character image G200 representing the main character is displayed in the lower right corner of the display unit 50a, and a video of the main character kicking towards the flash device 54T is displayed. At this time, the flash lamp 54FL of the flash device 54F does not emit light.

[0210] Then, after a predetermined time (for example, 2 seconds) has elapsed since the main character image G200 was displayed, a video is displayed in which the main character changes to a smile, as shown in FIG. 26(D), and the flash lamp 54FL of the flash device 54F emits white light.

[0211] Thereafter, the normal lamps 54TL change their illumination mode (illumination color and lighting / flashing) as the game progresses from "reach" to "N reach" to "SP reach" to "SPSP reach." On the other hand, the flash lamps 54FL continue to emit white light without changing their illumination mode even as the game progresses. Then, as shown in FIG. 26(E), when the "SPSP reach" ends and the performance symbols EZ1, EZ2, and EZ2 stop and display in a mode indicating a jackpot (here, the repeated numbers "5·5·5"), the normal lamps 54TL change to emitting rainbow colors, and accordingly the flash lamps 54FL go out, and the "post-teasing flash announcement" ends.

[0212] 27(A) to 27(B) are diagrams showing how a "normal flash notice" is performed in an "N reach". Here, an example of a "normal flash notice" performed in an "N reach" in a special chart change performance in which the change pattern is an "SPSP big win change" is shown.

[0213] In the special chart variation performance, when the left performance pattern EZ1 and the right performance pattern EZ3 are stopped and the same type of performance pattern (here, the reach eye of "5·↓·5") is displayed, and "reach" is established, it develops into "N reach". At this time, as shown in Figure 27 (A), the normal lamp 54TL of the normal lamp device 54T emits red light, and the flash lamp 54FL of the flash device 54F emits white light.

[0214] Thereafter, the normal lamps 54TL change their illumination mode (illumination color and lighting / flashing) as the game progresses from "SP Reach" to "SPSP Reach." On the other hand, the flash lamps 54FL continue to emit white light without changing their illumination mode even as the game progresses. Then, as shown in FIG. 27(B), when the "SPSP Reach" ends and the performance symbols EZ1, EZ2, and EZ2 stop and display in a mode indicating a jackpot (here, the repeated numbers "5·5·5"), the normal lamps 54TL change to emitting rainbow colors, and accordingly the flash lamps 54FL go out, and the "normal flash announcement" ends.

[0215] 27(C) to 27(E) are diagrams showing how the "Flash Notice after Incitement" is performed in the "N Reach". Here, the "Flash Notice after Incitement" performed in the "N Reach" in the special chart variation performance of the variation pattern "SPSP Big Win Variation" is illustrated.

[0216] In the special chart variation performance, when the left performance pattern EZ1 and the right performance pattern EZ3 are stopped and display the same type of performance pattern (here, the reach eye of "5·↓·5"), and "reach" is established, it develops into "N reach". At this time, as shown in FIG. 27(C), the normal lamp 54TL of the normal lamp device 54T emits red light, and the main character image G200 representing the main character is displayed in the lower right part of the display unit 50a, and a video of the main character kicking towards the flash device 54T is displayed. At this time, the flash lamp 54FL of the flash device 54F does not emit light.

[0217] Then, after a predetermined time (for example, 2 seconds) has elapsed since the main character image G200 was displayed, a video is displayed in which the main character changes to a smile, as shown in FIG. 27(D), and the flash lamp 54FL of the flash device 54F emits white light.

[0218] Thereafter, the normal lamps 54TL change their illumination mode (illumination color and lighting / flashing) as the game progresses from "SP Reach" to "SPSP Reach." On the other hand, the flash lamps 54FL continue to emit white light without changing their illumination mode even as the game progresses. Then, as shown in FIG. 27(E), when the "SPSP Reach" ends and the performance symbols EZ1, EZ2, and EZ2 stop and display in a mode indicating a jackpot (here, the repeated numbers "5·5·5"), the normal lamps 54TL change to emitting rainbow colors, and accordingly the flash lamps 54FL go out, ending the "post-teasing flash announcement."

[0219] 28(A) to 28(E) are diagrams showing how a "normal flash notice" is performed in an "SPSP reach". Here, an example of a "normal flash notice" performed in an "SPSP reach" in a special chart change performance with a change pattern of "SPSP big win change" is shown.

[0220] In the special chart variation performance, when the "SP reach" progresses to the "SPSP reach", as shown in Fig. 28(A), the normal lamp 54TL of the normal lamp device 54T emits blue light, and the SPSP title image G2 indicating the start of the SPSP reach is displayed on the display unit 50a. After that, as shown in Fig. 28(B), the main character image G200 representing the main character and the strong enemy character image G202 representing the strong enemy character are displayed on the display unit 50a, and a video of the main character battling the strong enemy character is displayed on the display unit 50a.

[0221] Then, when the battle reaches its final stage, as shown in Fig. 28(C), the screen switches to a still image of the main character facing the strong enemy character, and the main character is prompted to decide whether or not to defeat the strong enemy character. At this time, the normal lamp 54TL is turned off. Then, when the still image continues for a predetermined time (for example, 2 seconds), the flash lamp 54FL of the flash device 54F emits white light, as shown in Fig. 28(D).

[0222] Then, as shown in FIG. 28(E), as the "SPSP reach" ends, when the performance symbols EZ1, EZ2, and EZ2 stop in a manner indicating a jackpot (here, the repeated number "5·5·5"), normal lamp 54TL changes to emit rainbow colors, and accordingly flash lamp 54FL goes out, and the "normal flash announcement" ends.

[0223] In addition, in the "SPSP reach" in the special chart change performance where the change pattern is "SPSP miss change", as the "SPSP reach" ends, the performance patterns EZ1, EZ2, and EZ3 are displayed stopped in a manner indicating a miss (see Figure 9 (C-2)), so it can be said that the "normal flash notice" in the "SPSP reach" is performed during the performance to notify whether it is a jackpot or a miss.

[0224] Next, the "premium teasing failure notice" will be specifically described with reference to Fig. 29. The performance control microcomputer 121 can execute the "premium teasing failure notice" in the "normal change" and "N reach" in the special chart change performances with the change patterns of "SPSP big win change", "SPSP miss change", "SP big win change", "SP miss change", and "N miss change".

[0225] As shown in Fig. 23, a premium promotion failure notice selection table 123a3 is stored in the effect storage unit 121b of the effect control microcomputer 121. Using the premium promotion failure notice selection table 123a3, the effect control microcomputer 121 can select whether to execute a "premium promotion failure notice" and, if executing a "premium promotion failure notice", at which timing of the "normal fluctuation" or the "N reach" to execute the "premium promotion failure notice".

[0226] 24(C) is a diagram showing the contents of the premium promotion failure notice selection table 123a3. The performance control microcomputer 121 refers to the type of variation pattern and the execution / non-execution of the "premium promotion notice" and selects whether to execute the "premium promotion failure notice" and, if it does, at which timing of the "normal variation" or the "N reach" to execute it.

[0227] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the "Premium announcement" is executed, non-execution of the "Premium promotion failure announcement" is selected 100%, and execution of the "Premium promotion failure announcement" during "normal fluctuation" and execution of the "Premium promotion failure announcement" during "N reach" are not selected.

[0228] In addition, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) and the "Premium Notice" is not executed, the execution of the "Premium Hypnosis Failed Notice" during "Normal Fluctuation" is selected 10%, the execution of the "Premium Hypnosis Failed Notice" during "N Reach" is selected 10%, and the non-execution of the "Premium Hypnosis Failed Notice" is selected 80% of the time.

[0229] In addition, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) and the "Premium Notice" is not executed, the execution of the "Premium Hypnosis Failed Notice" during "Normal Fluctuation" is selected 10%, the execution of the "Premium Hypnosis Failed Notice" during "N Reach" is selected 10%, and the non-execution of the "Premium Hypnosis Failed Notice" is selected 80% of the time.

[0230] In addition, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) and the "Premium Notice" is executed, non-execution of the "Premium Hypnosis Failed Notice" is selected 100%, and execution of the "Premium Hypnosis Failed Notice" during "Normal Fluctuation" and execution of the "Premium Hypnosis Failed Notice" during "N Reach" are not selected.

[0231] In addition, when the fluctuation pattern is "SP jackpot fluctuation" (THP002) and the "Premium Notice" is not executed, the execution of the "Premium Hypnosis Failed Notice" during "Normal Fluctuation" is selected 10%, the execution of the "Premium Hypnosis Failed Notice" during "N Reach" is selected 10%, and the non-execution of the "Premium Hypnosis Failed Notice" is selected 80% of the time.

[0232] In addition, when the fluctuation pattern is "SP Miss Fluctuation" (THP012) and the "Premium Notice" is not executed, the execution of the "Premium Hypnosis Failed Notice" during "Normal Fluctuation" is selected 10%, the execution of the "Premium Hypnosis Failed Notice" during "N Reach" is selected 10%, and the non-execution of the "Premium Hypnosis Failed Notice" is selected 80% of the time.

[0233] In addition, when the fluctuation pattern is "N Miss Fluctuation" (THP013) and the "Premium Notice" is not executed, the execution of the "Premium Hypnosis Failed Notice" in the "N Reach" is selected 15%, and the non-execution of the "Premium Hypnosis Failed Notice" is selected 85%, and the execution of the "Premium Hypnosis Failed Notice" in the "Normal Fluctuation" is not selected.

[0234] The selection ratio indicated by the premium promotion failure notice selection table 123a3 shown in FIG. 24(C) can be changed as appropriate.

[0235] When executing a "premium promotion failure notice" in a special chart change performance, the performance control microcomputer 121 can execute the "premium promotion failure notice" at a timing selected by the premium promotion failure notice selection table 123a3.

[0236] 29(A) to 29(B) are diagrams showing how "premium teasing failure notice" is performed in "normal variation." When the "normal variation" of the special chart variation performance starts, the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner on the display unit 50a, and at the same time, as shown in FIG. 29(A), the normal lamp 54TL of the normal lamp device 54T emits green light, the main character image G200 representing the main character is displayed in the lower right corner of the display unit 50a, and a video of the main character kicking towards the flash device 54T is displayed.

[0237] Then, when a predetermined time (for example, 2 seconds) has elapsed since the main character image G200 was displayed, a video of the main character disappearing from the display unit 50a is displayed, and the "premium tease failure notice" in the "normal change" ends, as shown in Fig. 29(B). This series of effects is similar to the effects before the flash lamp 54FL of the flash device 54F emits white light in the "post-teasing flash notice" in the "normal change". Therefore, the display of the main character image G200 in the "normal change" creates anticipation that the "post-teasing flash notice" will take place.

[0238] Fig. 29(C)-Fig. 29(D) are diagrams showing how "Premium teasing failure notice" is performed in "N reach". In the special chart variation performance, when the left performance pattern EZ1 and the right performance pattern EZ3 are stopped and display the same type of performance pattern (here, the reach eye of "5·↓·5"), and "reach" is established, it develops into "N reach". At this time, as shown in Fig. 29(C), the normal lamp 54TL of the normal lamp device 54T emits red light, and the main character image G200 representing the main character is displayed in the lower right part of the display unit 50a, and a video of the main character kicking towards the flash device 54T is displayed.

[0239] Then, when a predetermined time (for example, 2 seconds) has elapsed since the main character image G200 was displayed, a video of the main character disappearing from the display unit 50a is displayed, and the "premium teasing failure announcement" in the "N reach" ends, as shown in Fig. 29(D). This series of effects is similar to the effects before the flash lamp 54FL of the flash device 54F emits white light in the "post-teasing flash announcement" in the "N reach". Therefore, the display of the main character image G200 in the "N reach" creates anticipation that the "post-teasing flash announcement" will take place.

[0240] <Considerations regarding the second embodiment> The pachinko gaming machine PY1 described in the second embodiment will be considered below.

[0241] First, let us consider the presentation that takes place in the "SPSP reach". In the "SPSP reach", a presentation is made in which the main character and the strong enemy character battle, and the presentation proceeds in the following order: "SPSP title" → "appearance of the main character and the strong enemy character" → "confrontation between the main character and the strong enemy character" → "victory of the main character" or "victory of the strong enemy character". Then, "victory of the main character" suggests a big win, and "victory of the strong enemy character" suggests a loss (see Fig. 9 and Fig. 28). In other words, the presentation from "confrontation between the main character and the strong enemy character" to "victory of the main character" or "victory of the strong enemy character" can be said to be a presentation for informing whether it will be a big win or a loss, and the "normal flash notice" in the "SPSP reach" can be said to be a presentation that takes place when informing whether it will be a big win or a loss.

[0242] Next, the flash lamp 54FL of the flash device 54F will be considered. The flash lamp 54FL is designed to emit light only in the special chart variation performance according to the variation pattern determined by the judgment of "jackpot win" in the jackpot judgment. In other words, the flash lamp 54FL maintains an off state and does not emit light in the special chart variation performance according to the variation pattern determined by the judgment of "miss" in the jackpot judgment or in the state where the special chart variation performance is not being performed (for example, during the customer waiting performance mode), and the emission of the flash lamp 54FL can be said to be an emission that notifies the jackpot.

[0243] <Effects of the second embodiment> The effects of the pachinko game machine PY1 explained in the second embodiment will be described below.

[0244] (3) When a special chart change performance is performed according to the change pattern selected by the judgment of “big win” or “small win” in the big win judgment, a “premiere notice” may be given either when the special chart change performance starts or when the performance in the special chart change performance suggests a big win, a small win, or a miss (a confrontation between the main character and a strong enemy character). Therefore, the player can look forward to the “premiere notice” from the start to the end of the special chart change performance, which can increase the excitement of the game.

[0245] (4) When a special chart change performance is performed according to the change pattern selected by the judgment of “big win” or “small win” in the big win judgment, a “premiere notice” may be made at the start of the special chart change performance, at the time of the performance that suggests a big win, a small win, or a miss in the special chart change performance (confrontation between the main character and a strong enemy character), and at the time of “N reach” in the special chart change performance. Therefore, the player can look forward to the “premiere notice” at the start, middle, and end of the special chart change performance, which can increase the excitement of the game.

[0246] (5) In the special chart change presentation according to the change pattern selected by the judgment of “jackpot win” or “minor win” in the jackpot judgment, a “premiere notice” in which the flash lamp 54FL is illuminated may be performed, whereas in the special chart change presentation according to the change pattern determined by the judgment of “miss” in the jackpot judgment, the flash lamp 54FL does not light up. Therefore, the flash lamp 54FL can be positioned as a special lamp, which can increase the interest of the game.

[0247] (6) When a player operates the normal button 40 during a “normal change” in a special chart change presentation, the selection table used to select whether or not to execute a “premiere notice” is switched to either the premier notice A selection table 123a1 or the premier notice B selection table 123a2 in which the appearance rate of the “premiere notice” is set higher than that of the premier notice A selection table 123a1. This allows the player to change the appearance rate of the “premiere notice” at will, thereby making the game more interesting.

[0248] (7) When a player operates the normal button 40 during a “normal change” in a special chart change presentation, of the “Premiere Notice” performed during a “normal change”, the “Premiere Notice” performed during an “N reach”, and the “Premiere Notice” performed during an “SPSP reach”, only the appearance rate of the “Premiere Notice” performed during a “normal change” and the “Premiere Notice” performed during an “SPSP reach” is changed, so that it is possible to change the points that the player should pay attention to, thereby making it possible to increase the interest of the game.

[0249] (8) In the “normal change” and “N reach” of the special chart change performance, if a video of the main character kicking towards the flash device 54F is displayed in the lower right corner of the display unit 50a, the flash lamp 54FL of the flash device 54F may then be illuminated. Therefore, the appearance of the main character can suggest in advance that the flash lamp 54FL may be illuminated (that a jackpot game may occur), thereby making the game more interesting.

[0250] (9) In the "normal change" and "N reach" of the special chart change performance, a video of the main character kicking towards the flash device 54F may be displayed before the flash lamp 54FL is illuminated, whereas in the "SPSP reach" of the special chart change performance, a video of the main character kicking towards the flash device 54F is not displayed before the flash lamp 54FL is illuminated. This allows the player to concentrate on the "SPSP reach" and makes it possible to increase the interest of the game.

[0251] <Third embodiment> The third embodiment will be described below with reference to Figures 30 to 37. Unless otherwise stated, the pachinko game machine PY1 of the basic embodiment and the first embodiment described above is also applied to the third embodiment.

[0252] First, a variation pattern of the variable display of the special chart selectable by the game control microcomputer 101 will be described with reference to Fig. 30. The game memory unit 101c of the game control microcomputer 101 stores a variation pattern A determination table 103a2 (see Fig. 18).

[0253] The game control microcomputer 101 can select a change pattern of the variable display of the first special chart and a change pattern of the variable display of the second special chart using the change pattern A determination table 103a2.

[0254] FIG. 30 is a diagram showing the contents of the fluctuation pattern A determination table 103a2. When using the fluctuation pattern A determination table 103a2, the game control microcomputer 101 selects the type of fluctuation pattern by referring to the current game state, the type of starting hole, the result of the big win determination, the result of the reach determination, and the number of reserved special patterns. As shown in FIG. 30, there are eight types of fluctuation patterns, "THP001A", "THP002A", "THP004A", "THP011A", "THP012A", "THP013A", "THP021A", and "THP022A". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in FIG. 30.

[0255] Specifically, when the current game state is not in the time-saving state, the type of the start port is the first start port 11, and the result of the jackpot determination is "jackpot win", "THP001A" is selected at a rate of 70% and "THP002A" at a rate of 30%, regardless of the result of the reach determination and the number of reserved special charts. When "THP001A" is selected, the variable display time of the special chart is 130000 ms, "THP001A" is called "SPSP jackpot fluctuation", and when "THP002A" is selected, the variable display time of the special chart is 110000 ms, and "THP002A" is called "SP jackpot fluctuation".

[0256] In addition, when the current game state is a non-time-saving state, the type of the start hole is the first start hole 11, the result of the big win judgment is "miss", and the result of the reach judgment is "reach", regardless of the number of reserved special figures, "THP011A" is selected at a rate of 10%, "THP012A" at a rate of 20%, and "THP013A" at a rate of 70%. When "THP011A" is selected, the variable display time of the special figure is 120000 ms, and "THP011A" is called "SPSP miss fluctuation", when "THP012A" is selected, the variable display time of the special figure is 100000 ms, and "THP012A" is called "SP miss fluctuation", when "THP013A" is selected, the variable display time of the special figure is 20000 ms, and "THP013A" is called "N miss fluctuation".

[0257] In addition, when the current game state is a non-time-saving state, the type of the starting hole is the first starting hole 11, the result of the big win judgment is "miss", and the result of the reach judgment is "no reach", if the number of reserved special figures 1 is "0-2", "THP021A" is selected 100% of the time, and if the number of reserved special figures 1 is "3-4", "THP022A" is selected 100% of the time. In addition, when "THP021A" is selected, the variable display time of the special figure is 13000ms, and when "THP022A" is selected, the variable display time of the special figure is 2000ms, and "THP021A" and "THP022A" are called "normal miss fluctuation".

[0258] In addition, when the current game state is not in the time-saving state, the type of the starting hole is the second starting hole 11, and the result of the big win judgment is "big win" or "small win", "THP001A" is selected 100% of the time, regardless of the result of the reach judgment and the number of reserved special charts.

[0259] In addition, if the current game state is not in the time-saving state, the type of the starting hole is the second starting hole 11, and the result of the jackpot determination is "miss," "THP021A" will be selected 100% of the time, regardless of the result of the reach determination and the number of reserved special charts.

[0260] In addition, when the current game state is the time-saving state, the type of the start port is the second start port 11, and the result of the big win judgment is "big win" or "small win", "THP004A" is selected at a rate of 100% regardless of the result of the reach judgment and the number of reserved special charts. In addition, when "THP004A" is selected, the variable display time of the special chart is 10000 ms, and "THP004A" is called "special big win variation".

[0261] In addition, when the current game state is the time-saving state, the type of the starting hole is the second starting hole 11, and the result of the jackpot determination is "miss," "THP022A" is selected 100% of the time, regardless of the result of the reach determination and the number of reserved special charts.

[0262] In addition, when the current game state is the time-saving state, the type of the starting hole is the first starting hole 11, and the result of the jackpot determination is "jackpot win," "THP004A" is selected 100% of the time, regardless of the result of the reach determination and the number of reserved special charts.

[0263] In addition, when the current game state is the time-saving state, the type of the starting hole is the first starting hole 11, and the result of the jackpot determination is "miss," "THP022A" is selected 100% of the time, regardless of the result of the reach determination and the number of reserved special charts.

[0264] In the third embodiment, the fluctuation pattern A determination table 103a2 shown in FIG. 30 is used, but the fluctuation pattern A determination table 103a2 and the fluctuation pattern determination table 103a1 shown in FIG. 14 may be used in combination.

[0265] Next, with reference to Fig. 31 to Fig. 37, we will explain the special chart variation presentation that the presentation control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The presentation control microcomputer 121 can execute the following presentations in the special chart variation presentation in the non-time-saving state or the time-saving state.

[0266] I. Normal fluctuation (non-time-saving state, time-saving state) "Normal variation" is a performance that may be performed in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is performed first in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.

[0267] J. Reach (non-time-saving mode only) "Reach" is an effect that may occur after "normal fluctuation", in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. Since "Reach" may occur when the result of the jackpot determination is "jackpot win", it functions as an effect that suggests that a jackpot game may occur. In addition, since "Reach" may develop into a reach effect such as "N reach", "SP reach", or "SPSP reach", it also functions as an effect that suggests that a reach effect may occur.

[0268] KN Reach (non-time shortened state only) "N Reach" is a performance that may occur after a "reach" is established, and is a reach performance in which the fluctuation speed of the middle performance pattern EZ2 gradually slows down. Since "N Reach" may occur when the result of the jackpot judgment is "jackpot winning", it functions as a performance that suggests the possibility of a jackpot game.

[0269] L.SP Reach (non-time shortened state only) "SP Reach" is an effect that can occur after "N Reach" and is a reach effect in which the main character and the enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "jackpot win" than when it is "miss," so it functions as an effect that suggests the possibility of a jackpot game.

[0270] M.SPSP reach (non-time shortening state only) "SPSP reach" is an effect that may occur after "SP reach", and is a reach effect in which the main character battles a strong enemy character. "SPSP reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when "SP reach" develops into "SPSP reach" than when it does not develop from "SP reach" into "SPSP reach", "SPSP reach" also functions as an effect that suggests that there is a high possibility of a jackpot game being played compared to "SP reach".

[0271] N. Re-draw performance (non-time shortening mode only) The "re-draw effect" is an effect that may be performed after the "SP reach" and "SPSP reach", and the effect patterns EZ1, EZ2, and EZ3 that stopped and displayed as a double number change again while still being a double number. The "re-draw effect" may be performed when the type of the stopped pattern is a "jackpot X10 pattern", so it functions as an effect that suggests that there is a possibility of a "low probability high base game state" after the jackpot game. In addition, if a "jackpot game X10" is performed after that, the "re-draw effect" also functions as an effect that suggests that there is a possibility of winning about 3,000 prize balls in two jackpot games, because "jackpot game X10", "jackpot game Z10", small jackpot game + "jackpot game X9" or small jackpot game + "jackpot game Z9" will be performed in the "low probability high base game state" after that.

[0272] O. Design change effect The "symbol change effect" is an effect that may occur after the "normal change", and is an effect in which the display of the effect symbols EZ1, EZ2, and EZ3 that are stopped and displayed with the same number changes. The "symbol change effect" may occur when the type of the stopped symbol is a "jackpot X10 symbol" or a "small jackpot A symbol", so it functions as an effect that suggests the possibility of entering a "low probability high base game state" after a jackpot game.

[0273] OA.3000 design presentation The "3000 pattern effect" is a type of "pattern change effect" in which the stop-displayed patterns EZ1, EZ2, and EZ3 change to "3000 pattern". The "3000 pattern effect" can only be performed when the type of the stopped pattern is "jackpot X10 pattern" or "small jackpot A pattern", so it functions as an effect that suggests that the "low probability high base game state" will occur after the jackpot game. In addition, the "3000 pattern effect" also functions as an effect that suggests that about 3000 prize balls can be won in two jackpot games, because "jackpot game X10" or small jackpot game + "jackpot game X9" will be performed after that, and "jackpot game X10", "jackpot game Z10", small jackpot game + "jackpot game X9" or small jackpot game + "jackpot game Z9" will be performed in the "low probability high base game state" after that.

[0274] OB.1500 design production The "1500 pattern effect" is a type of "pattern change effect" in which the stop-displayed patterns EZ1, EZ2, and EZ3 change to "1500 pattern". The "1500 pattern effect" can be performed when the type of the stopped pattern is "jackpot Z10 pattern" or "small jackpot B pattern", so it functions as an effect suggesting that there is a possibility of a "low probability low base game state" after a jackpot game. In addition, the "1500 pattern effect" also functions as an effect suggesting that about 1500 prize balls can be won in one jackpot game, because "jackpot game Z10" or small jackpot game + "jackpot game Z9" will be performed afterwards.

[0275] OC. Reduced pattern production The "reduced symbol effect" is a type of "symbol change effect" in which the symbols EZ1, EZ2, and EZ3 displayed as double numbers are reduced and moved to the lower right corner of the display unit 50a. The "reduced symbol effect" is performed when the "3000 symbol effect" is performed in the special symbol change effect due to the previous "big win", so it functions as an effect suggesting that about 3000 prize balls are being won.

[0276] Next, the main special chart change performance flow executed in the non-time-saving state or the time-saving state will be described with reference to Fig. 31. In each performance constituting the performance flow, the performance control microcomputer 121 displays a performance image on the display unit 50a, and can execute a light emission performance using the frame lamp 53 and the board lamp 54 and a sound performance using the speaker 52 according to the display of the performance image.

[0277] In the special chart change presentation where the change pattern is "SPSP jackpot change", a presentation flow is executed consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach" → "re-draw presentation", as shown in Figure 31 (A).

[0278] In addition, in the special chart change presentation where the change pattern is "SPSP miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed, as shown in Figure 31 (B).

[0279] In addition, in the special chart change presentation where the change pattern is "SP jackpot change", a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" → "re-draw presentation" is executed, as shown in Figure 31 (C).

[0280] In addition, in the special chart change presentation where the change pattern is "SP miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" is executed, as shown in Figure 31 (D).

[0281] In addition, in the special chart change presentation in which the change pattern is "special big win change", a presentation flow consisting of "normal change" → "pattern change presentation" is executed, as shown in Figure 31 (E).

[0282] In addition, in the special chart change presentation where the change pattern is "N miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" is executed, as shown in Figure 31 (F).

[0283] In addition, in the special chart change presentation in which the change pattern is "normal miss change", a presentation flow consisting only of "normal change" is executed, as shown in Figure 31 (G).

[0284] Next, the main effects executed in the special chart variation performance will be specifically described. In the special chart variation performance described below, the display of the reserved icon HA is also performed in parallel, but the illustration of the reserved icon HA may be omitted.

[0285] First, the "re-draw performance" will be specifically described. The performance control microcomputer 121 can execute the "re-draw performance" after the "SPSP reach" or "SP reach" in the special chart change performance of the "SPSP big win change" or "SP big win change" change pattern.

[0286] 32(A) to 32(E) are diagrams showing how the "re-lottery effect" is performed. Here, the "re-lottery effect" performed after the "SPSP reach" is illustrated.

[0287] In "SPSP Reach," when the main character wins a battle against a strong opponent character, the performance symbols EZ1, EZ2, and EZ3 are displayed in a manner suggesting a big win (here, the repeated numbers "8·8·8") as shown in Fig. 32(A). Then, when a predetermined time (for example, 2 seconds) has elapsed since the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state, a "re-draw performance" is performed.

[0288] In the "re-lottery performance", as shown in Fig. 32(B), the variable display is resumed when the performance symbols EZ1, EZ2, and EZ3 are aligned. At this time, the performance symbols EZ1, EZ2, and EZ3 scroll at a slow speed, and the player can easily determine which performance symbol has passed through the center of the display section 50a (the position where the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed).

[0289] When the type of the stop symbol is "jackpot X10 symbol", the effect symbols EZ1, EZ2, and EZ3 in the state of being aligned with the double number "7·7·7" are displayed in the center of the display unit 50a as shown in FIG. 32(C). As described above, when the "jackpot X10 symbol" is selected as the stop symbol, "jackpot game X10" is performed, and further, in the subsequent "low probability high base game state", "jackpot game X10", "jackpot game Z10", small jackpot game + "jackpot game X9", or small jackpot game + "jackpot game Z9" is performed. In other words, although the double number "7·7·7" does not indicate a specific number of prize balls, it can be said that it suggests that about 3000 prize balls can be obtained by two jackpots.

[0290] On the other hand, when the type of the stopped pattern is "jackpot Z10 pattern," as shown in Figure 32 (D), the performance patterns EZ1, EZ2, and EZ3 when they are lined up with the repeated numbers "7·7·7" pass through the center of the display unit 50a, and the performance patterns EZ1, EZ2, and EZ3 when they are lined up with a repeated number other than "7·7·7" (here, the repeated number "8·8·8") are displayed stopped in the center of the display unit 50a.

[0291] Here, we will explain the jackpot presentation mode that corresponds to the "jackpot game X10" that is performed after the presentation patterns EZ1, EZ2, and EZ3, which are all lined up as the repeat number "7·7·7", are displayed in the "re-draw presentation".

[0292] As mentioned above, the display of the repeated number "7·7·7" suggests that about 3000 prize balls can be won, but does not suggest the specific number of prize balls. Therefore, in the third embodiment, the specific number of prize balls is suggested in the jackpot presentation mode in which "jackpot game X10" is executed.

[0293] For example, when the effect symbols EZ1, EZ2, and EZ3 are displayed as a set of "7·7·7" and the "jackpot game X10" starts, the effect symbols EZ1, EZ2, and EZ3 shrink and move to the lower right corner of the display unit 50a, and the 3000 icon image G600 is displayed in the center of the display unit 50a, as shown in Fig. 32(E). The 3000 icon image G600 includes a number image showing "3000," and the display of the 3000 icon image G600 allows the player to recognize that about 3000 prize balls can be won by two jackpots.

[0294] In the third embodiment, the 3000 icon image G600 is displayed in the big win performance mode, but it may be displayed in the special chart change performance before the big win performance mode is entered. For example, the 3000 icon image G600 may be displayed during the period until the special chart change performance ends after the performance patterns EZ1, EZ2, and EZ3 in the state of being aligned with the double number "7·7·7" in the "re-draw performance" are stopped and displayed.

[0295] Next, the "symbol change performance" will be specifically described. The performance control microcomputer 121 can execute the "symbol change performance" after the "normal change" in the special symbol change performance in which the change pattern is the "special big win change".

[0296] As shown in Fig. 33, a symbol change effect selection table 123a4 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select which of the "3000 symbol effect", "1500 symbol effect", and "reduced symbol effect" to execute as the "symbol change effect" by using the symbol change effect selection table 123a4.

[0297] 34 is a diagram showing the contents of the symbol change performance selection table 123a4. The performance control microcomputer 121 refers to the type of change pattern, the type of stop symbol, and whether the special symbol change performance when the previous "big win" includes "3000 symbol performance", and selects which of "3000 symbol performance", "1500 symbol performance", and "reduced symbol performance" to execute as the "symbol change performance".

[0298] Specifically, when the fluctuation pattern is "special jackpot fluctuation" (THP004A), the type of the stopped symbol is "jackpot X10 symbol" or "small jackpot A symbol", and the special symbol fluctuation effect from the previous "jackpot win" includes "3000 symbol effect", the execution of "reduced symbol effect" is selected 100%, and the execution of "3000 symbol effect" and "1500 symbol effect" are not selected.

[0299] In addition, when the fluctuation pattern is "special jackpot fluctuation" (THP004A), the type of the stopped pattern is "jackpot X10 pattern" or "small jackpot A pattern", and the special pattern fluctuation effect from the previous "jackpot win" does not include "3000 pattern effect", the execution of "3000 pattern effect" is selected 85% of the time, the execution of "1500 pattern effect" is selected 15%, and the execution of "reduced pattern effect" is not selected.

[0300] In addition, when the fluctuation pattern is "special jackpot fluctuation" (THP004A), the type of the stopped pattern is "jackpot Z10 pattern" or "small jackpot B pattern", and the special pattern fluctuation effect from the previous "jackpot win" includes "3000 pattern effect", the execution of "reduced pattern effect" is selected 100%, and the execution of "3000 pattern effect" and "1500 pattern effect" are not selected.

[0301] In addition, when the fluctuation pattern is "special jackpot fluctuation" (THP004A), the type of the stopped pattern is "jackpot Z10 pattern" or "small jackpot B pattern", and the special pattern fluctuation performance of the previous "jackpot win" does not include "3000 pattern performance", the execution of "1500 pattern performance" is selected 100%, and the execution of "3000 pattern performance" and "reduced pattern performance" are not selected.

[0302] When executing the "symbol change effect", the effect control microcomputer 121 executes different types of "symbol change effects" according to the selection result of the symbol change effect selection table 123a4. The selection ratio indicated by the symbol change effect selection table 123a4 can be changed as appropriate.

[0303] FIG. 35(A) to FIG. 35(D) are diagrams showing how the "3000 pattern presentation" is performed as the "pattern change presentation." When the "normal variation" starts, as shown in FIG. 35(A), the presentation patterns EZ1, EZ2, and EZ3 are displayed variably. Then, the left presentation pattern EZ1, the right presentation pattern EZ3, and the center presentation pattern EZ2 are displayed in that order, and as shown in FIG. 35(B), the presentation patterns EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a big win (here, the repeated numbers "8·8·8"). Then, when a predetermined time (for example, 2 seconds) has elapsed since the presentation patterns EZ1, EZ2, and EZ3 are displayed stopped, the "3000 pattern presentation" is performed.

[0304] In the "3000 symbol effect", as shown in FIG. 35(C), the effect symbols EZ1, EZ2, and EZ3 that are aligned with the same number change to "3000 symbol". The "3000 symbol" is an effect symbol that is not included in the effect symbols EZ1, EZ2, and EZ3 that are normally displayed, and includes a number image showing "3000" and a letter image of "BONUS". As described above, the "3000 symbol effect" is an effect that is performed when the "jackpot X10 symbol" or the "small jackpot A symbol" is selected as the stopping symbol. In this case, "jackpot game X10" or small jackpot game + "jackpot game X9" is performed, and further, in the subsequent "low probability high base game state", "jackpot game X10", "jackpot game Z10", small jackpot game + "jackpot game X9" or small jackpot game + "jackpot game Z9" is performed. In other words, the number image showing "3000" contained in the "3000 pattern" suggests that approximately 3000 prize balls can be won in two jackpots.

[0305] Then, when a predetermined time (for example, 2 seconds) has elapsed since the performance symbols EZ1, EZ2, and EZ3 changed to the "3000 symbol," the "3000 symbol performance" ends, and a big win game or a small win game + big win game is played. During the big win performance mode in which a big win game and a small win game + big win game are played, as shown in FIG. 35(D), a 3000 band image G500 is displayed at the top and bottom of the display unit 50a. The 3000 band image G500 includes a number image showing "3000," and continues to be displayed until the next big win game ends, in other words, until about 3000 prize balls are acquired.

[0306] FIG. 36(A) to FIG. 36(C) are diagrams showing how the "1500 symbol presentation" is performed as a "symbol change presentation." When the "normal variation" starts, as shown in FIG. 36(A), the presentation symbols EZ1, EZ2, and EZ3 are displayed variably. Then, the left presentation symbol EZ1, the right presentation symbol EZ3, and the center presentation symbol EZ2 are displayed in that order, and as shown in FIG. 36(B), the presentation symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a big win (here, the repeated numbers "8·8·8"). Then, when a predetermined time (for example, 2 seconds) has elapsed since the presentation symbols EZ1, EZ2, and EZ3 are displayed stopped, the "1500 symbol presentation" is performed.

[0307] In the "1500 pattern effect", as shown in FIG. 36(C), the effect patterns EZ1, EZ2, and EZ3 that are aligned with the same number change to "1500 pattern". The "1500 pattern" is an effect pattern that is not included in the effect patterns EZ1, EZ2, and EZ3 that are normally displayed, and includes a number image showing "1500" and a letter image of "BONUS". As mentioned above, the "1500 pattern effect" is an effect that can be performed even if the "big win X10 pattern" or the "small win A pattern" is selected as the stopping pattern, or even if the "big win Z10 pattern" or the "small win B pattern" is selected. In the latter case, a "big win game Z10" or a small win game + a "big win game Z9" is performed, and then the state becomes a "low probability low base game state", and so-called consecutive wins may not occur. In other words, the number image showing "1500" contained in the "1500 pattern" suggests that approximately 1500 prize balls can be won in at least one jackpot.

[0308] Then, when a predetermined time (for example, 2 seconds) has elapsed since the performance symbols EZ1, EZ2, and EZ3 changed to the "1500 symbol", the "1500 symbol performance" ends and a big win game or a small win game is played.

[0309] 37(A) to 37(D) are diagrams showing how "reduced pattern performance" is performed as "pattern change performance". As mentioned above, "reduced pattern performance" is performed when "3000 pattern performance" is performed in the special pattern change performance due to the previous "big win", so here, we will explain the flow after "3000 pattern performance" and "big win game X10" or small win game + "big win game X9" and then "low probability high base game state".

[0310] When the "jackpot game X10" or "jackpot game X9" ends and the "low probability high base game state" is entered, the 3000 band image G500 that was displayed during the jackpot game continues to be displayed as shown in Fig. 37(A). Fig. 37(A) shows the state before the performance symbols EZ1, EZ2, and EZ3 are displayed variably.

[0311] Then, when "normal fluctuation" starts in the special chart fluctuation performance of the "special big win fluctuation" fluctuation pattern, the performance symbols EZ1, EZ2, and EZ3 are displayed in a variable manner, as shown in Fig. 37(B). Then, the performance symbols are displayed in the order of left performance symbol EZ1, right performance symbol EZ3, and center performance symbol EZ2, and as shown in Fig. 37(C), the performance symbols EZ1, EZ2, and EZ3 are displayed in a manner suggesting a big win (here, the repeated number "8·8·8"). Then, when a predetermined time (for example, 2 seconds) has passed since the performance symbols EZ1, EZ2, and EZ3 are displayed in a fixed manner, a "reduced pattern performance" is performed.

[0312] In the "reduced symbol effect", as shown in Fig. 37(D), the effect symbols EZ1, EZ2, and EZ3 in a line-up move while shrinking to the lower right corner of the display unit 50a. At this time, the effect symbols EZ1, EZ2, and EZ3 do not change to either the "3000 symbol" or the "1500 symbol".

[0313] Then, when a predetermined time (for example, 2 seconds) has elapsed since the performance symbols EZ1, EZ2, and EZ3 are reduced, the "reduced symbol performance" ends, and a big win game or a small win game is played.

[0314] <Considerations regarding the third embodiment> The pachinko gaming machine PY1 described in the third embodiment will be considered below.

[0315] First, let us consider the "3000 pattern" displayed in the "pattern change performance." When the jackpot determination for the second special chart in the "low probability high base game state" determines that a "jackpot win" or "small jackpot win" is made, the performance patterns EZ1, EZ2, and EZ3 stop and display with a repeat number in the "normal change." After that, the "pattern change performance" is performed, but only when the stopped pattern of the second special chart is a "jackpot X10 pattern" or a "small jackpot A pattern," the "3000 pattern performance" is performed as the "pattern change performance," and the performance patterns EZ1, EZ2, and EZ3 change to "3000 patterns" in the "3000 pattern performance."

[0316] In addition, in the "low probability high base game state", if the "jackpot X10 pattern" or the "small prize A pattern" is displayed as the stop pattern of the second special chart, the "low probability high base game state" continues after the "jackpot game X10" or the small prize game + "jackpot game X9" in which about 1500 prize balls can be obtained is executed. In this "low probability high base game state", even if the "jackpot X10 pattern", "jackpot Z10 pattern", "small prize A pattern" or "small prize B pattern" is displayed as the stop pattern of the second special chart, one of the "jackpot game X10", "jackpot game Z10", the small prize game + "jackpot game X9" and the small prize game + "jackpot game Z9" in which about 1500 prize balls can be obtained is executed.

[0317] In other words, the "3000 symbol" suggests that two big wins will be played after that. Also, the "3000 symbol" suggests that about 3000 balls will be won in the two big wins that will be played after that.

[0318] In addition, the change of the performance symbols EZ1, EZ2, and EZ3 to the "3000 symbol" during the "3000 symbol performance" simultaneously indicates that two jackpot games will be played afterwards and that approximately 3000 prize balls can be won.

[0319] Next, let us consider the repeat number "7·7·7" that appears in the "re-draw performance". When the jackpot judgment for the first special chart in the "low probability low base play state" determines that "the jackpot has been won", the performance symbols EZ1, EZ2, and EZ3 stop and display with the repeat number that suggests a jackpot in the "SP reach" or "SPSP reach". After that, the "re-draw performance" is performed, but only when the stopped symbol on the first special chart is the "jackpot X10 symbol", in the "re-draw performance", the performance symbols EZ1, EZ2, and EZ3 stop and display with the repeat number "7·7·7"

[0320] In addition, in the "low probability low base game state", if the "jackpot X10 pattern" is displayed as the stopping pattern of the first special chart, the "jackpot game X10" in which about 1500 prize balls can be won is executed, followed by the "low probability high base game state". In this "low probability high base game state", even if the "jackpot X10 pattern", "jackpot Z10 pattern", "small prize A pattern" or "small prize B pattern" is displayed as the stopping pattern of the second special chart, one of the "jackpot game X10", "jackpot game Z10", small prize game + "jackpot game X9" and small prize game + "jackpot game Z9" in which about 1500 prize balls can be won is executed.

[0321] In other words, the repeated number "7·7·7" suggests that two jackpot games will follow.

[0322] <Effects of the third embodiment> The effects of the pachinko game machine PY1 explained in the third embodiment will be described below.

[0323] (10) When the "Big Win X10" or "Small Win A" symbol is displayed as the second special symbol in the "Low Probability High Base Game State", the "3000 Symbol Display" is performed after the symbols EZ1, EZ2, and EZ3 are displayed as a repeat number in the special symbol change display. In this "3000 Symbol Display", the symbols EZ1, EZ2, and EZ3 change to the "3000 Symbol" including the number "3000". The display of the "3000 Symbol" in the "3000 Symbol Display" clearly conveys to the player that two big win games will be played and that at least about 3000 balls can be won in the two big win games, which can increase the interest of the game.

[0324] (11) When the "jackpot X10 symbol" is displayed as the stopping symbol of the first special symbol in the "low probability low base game state", the "re-draw effect" is performed after the effect symbols EZ1, EZ2, and EZ3 are displayed as a double number in the special symbol variation effect. In this "re-draw effect", the effect symbols EZ1, EZ2, and EZ3 are displayed as a double number of "7·7·7". Therefore, although the display of the double number of "7·7·7" in the "re-draw effect" does not clarify the specific number of winning balls, it can suggest to the player that two jackpot games will be played, and it is possible to increase the interest of the game.

[0325] (12) When a "re-draw effect" is performed in the special chart variation effect in the "low probability low base game state", and the effect patterns EZ1, EZ2, and EZ3 stop and display the repeated number "7·7·7", a 3000 icon image G600 including the number "3000" is then displayed on the display unit 50a. Therefore, the display of the repeated number "7·7·7" in the "re-draw effect" suggests that two jackpot games will be played, and then the display of the 3000 icon image G600 clearly conveys to the player that at least approximately 3000 prize balls can be won in two jackpot games, thereby making it possible to increase the player's interest in the game.

[0326] <Modifications of the Basic, First, Second and Third Embodiments> Below, we will explain modified examples of the pachinko game machine PY1 described in the basic embodiment, the first embodiment, the second embodiment, and the third embodiment. Of course, the configurations related to the modified examples may be appropriately combined. Furthermore, technical features in the above embodiments and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

[0327] In the first embodiment, the game state is controlled to a "low probability low base game state" and a "low probability high base game state" which is a game state more advantageous to the player than the "low probability low base game state." However, instead of or in addition to the "low probability high base game state," the game state advantageous to the player may also be controlled to a "high probability low base game state" or a "high probability high base game state."

[0328] In the first embodiment, the jackpot games are "jackpot game X10", "jackpot game Z10", "jackpot game X9", and "jackpot game Z9", but other jackpot games may be executed. For example, instead of or in addition to "jackpot game X10", "jackpot game Z10", "jackpot game X9", and "jackpot game Z9", a jackpot game with fewer rounds than "jackpot game X10", "jackpot game Z10", "jackpot game X9", and "jackpot game Z9" may be executed.

[0329] In the second embodiment, the "premium notice" is performed based on both the type of the variation pattern and the type of the stop pattern of the special chart, but it may be performed based only on the type of the variation pattern. For example, if the variation pattern is "SPSP big win variation," the "premium notice" may be performed regardless of the type of the stop pattern of the special chart. In this case, the "premium notice" can only suggest that a big win game will be played, which can increase the interest of the game.

[0330] In the second embodiment, the "premium notice" is executed in any of the "normal change", "N reach" and "SPSP reach" in the special chart change performance, but it may be executed in other performances. For example, the "premium notice" may be executed during the "SP reach" in the special chart change performance or when the "reach" is established.

[0331] In the second embodiment, the "premiere announcement" in the "SPSP reach" is made during the performance in which the main character and the strong enemy character confront each other, but it may be made during another performance before a jackpot or miss is suggested. For example, just before a jackpot or miss is suggested, an announcement performance suggesting the possibility of a jackpot may be made by operating the normal button 40 may be made executable, and the "premiere announcement" may be made at the timing when the player operates the normal button 40.

[0332] Furthermore, in the second embodiment, the flash lamp 54FL of the flash device 54F emits white light in the "premiere announcement," but the light emission mode of the flash lamp 54FL is not limited to this.

[0333] In the second embodiment, the "appearance rate change performance" is performed only during the execution of the special chart change performance, but the "appearance rate change performance" may be performed in a performance other than the special chart change performance. For example, the "appearance rate change performance" may be performed when the normal button 40 is operated during the customer waiting performance mode, or when the normal button 40 is operated during the big win performance mode.

[0334] Furthermore, in the second embodiment, when an "appearance rate change effect" is performed, among the "Premiere Notice" in "normal variation", "Premiere Notice" in "N reach", and "Premiere Notice" in "SPSP reach" in the special chart variation effect, the appearance rates of the "Premiere Notice" in "normal variation" and the "Premiere Notice" in "SPSP reach" are changed, but it is also possible to change only the appearance rate of the "Premiere Notice" in "normal variation", or to change only the appearance rate of the "Premiere Notice" in "N reach", or to change only the appearance rate of the "Premiere Notice" in "SPSP reach".

[0335] In the second embodiment, when the "appearance rate change effect" is performed, among the "premiere notice" in the "normal variation", "premiere notice" in the "N reach" and "premiere notice" in the "SPSP reach" in the special chart variation effect, the appearance rates of the "premiere notice" in the "normal variation" and the "premiere notice" in the "SPSP reach" are changed, but it is also possible to change all of the appearance rates of the "premiere notice" in the "normal variation", the "premiere notice" in the "N reach" and the "premiere notice" in the "SPSP reach". In this case, it is preferable to make the degree of change in appearance rate different between the "premiere notice" in the "normal variation", the "premiere notice" in the "N reach" and the "premiere notice" in the "SPSP reach".

[0336] In the second embodiment, in the "post-hype flash announcement" and the "premiere announcement" as the "premiere announcement", the main character image G200 is displayed to suggest that the flash lamp 54FL may be illuminated, but it is sufficient to suggest that the flash lamp 54FL may be illuminated, and is not limited to the display of the main character image G200. For example, the on-board movable body 55k may swing up and down to suggest that the flash lamp 54FL may be illuminated.

[0337] In addition, in the second embodiment, the display of the main character image G200 in the "post-teasing flash announcement" and "premiere tease failed announcement" as the "premiere announcement" is set to be displayed only in "normal fluctuation" and "N reach" among "normal fluctuation," "N reach fluctuation," and "SPSP reach," in which the "premiere announcement" can occur, but it may also be set to be displayed only in "normal fluctuation," or only in "N reach," or only in "SPSP reach."

[0338] In addition, in the second embodiment, the "flash warning after tailgating" is not executed in the "SPSP reach", but the "flash warning after tailgating" may also be executed in the "SPSP reach".

[0339] In the second embodiment, the execution of the "Premium Notice" is selected whether the type of the stopped symbol is a "Big Win X10 Symbol" or a "Big Win Z10 Symbol", but the execution of the "Premium Notice" may be selected only when the type of the stopped symbol is a "Big Win X10 Symbol". In this case, the "Premium Notice" can not only notify the player that a big win game will be played, but also notify the player that a "low probability high base game state" will be played afterwards, thereby increasing the interest of the game.

[0340] In the third embodiment, after the big win game state, the game state is controlled to a "low probability high base game state" as a game state advantageous to the player, but instead of or in addition to the "low probability high base game state", the game state may be controlled to a "high probability low base game state" or a "high probability high base game state". In this case, it is preferable to perform the "3000 symbol presentation" when the game state is controlled to the "high probability low base game state" or the "high probability high base game state".

[0341] In addition, in the third embodiment, the display of the "3000 pattern" in the "3000 pattern presentation" suggests that two jackpot games will be played, but it may also suggest that three or more jackpot games will be played.

[0342] In the third embodiment, the number of prize balls that can be won in two big win games is suggested by the display of the "3000 symbol" in the "3000 symbol production", but it is not limited to the number of prize balls as long as it suggests the amount of profit that the player can get. For example, the number image "3000" in the "3000 symbol" may be replaced with a number image "20" to suggest that 20 rounds will be played in two big win games.

[0343] Also, in the third embodiment, in the "3000 pattern performance", the "3000 pattern" is displayed for all of the performance patterns EZ1, EZ2, and EZ3, but the "3000 pattern" may be displayed only on the left performance pattern EZ1, or only on the middle performance pattern EZ2, or only on the right performance pattern EZ3.

[0344] In the third embodiment, when the stop pattern of the first special chart is "jackpot x10 pattern", the performance patterns EZ1, EZ2, and EZ3 are displayed as "7·7·7" in the "re-draw performance", but it is not limited to "7·7·7" as long as it suggests that two jackpot games will be played. For example, it may be suggested that two jackpot games will be played by adding a text image of "SUPER" to each of the performance patterns EZ1, EZ2, and EZ3.

[0345] In the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state", but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state". For example, in the "high probability low base game state", a background including an image suggesting a high probability state may be displayed.

[0346] In the basic embodiment, only the performance patterns EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed on the display unit 50a in parallel with the performance patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the performance patterns EZ1, EZ2, and EZ3.

[0347] In the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed on a display device other than the image display device 50 in parallel with the performance symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may be made to flash during the variable display of the performance symbols EZ1, EZ2, and EZ3.

[0348] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed. However, the first special chart and the second special chart may be variably displayed at the same time.

[0349] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.

[0350] In addition, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).

[0351] <Inventions Disclosed in the First, Second and Third Embodiments> The following inventions A to E have been disclosed up to the preceding paragraph in this [Mode for carrying out the invention]. In the explanation of inventions A to E, the names and expressions of the corresponding configurations in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that invention A is a general term for inventions A1 to A3 below, invention B is a general term for inventions B1 to B3 below, invention C is a general term for inventions C1 to C3 below, invention D is a general term for inventions D1 to D3 below, and invention E is a general term for inventions E1 to E3 below.

[0352] The gaming machine according to the invention A1 is A determination means for determining whether or not to set a special game state (jackpot game state, time-saving state, high probability state) advantageous to a player (jackpot determination); and a performance execution means (performance control microcomputer 121) capable of executing a predetermined performance using a performance means including a predetermined display means (image display device 50) and a predetermined light emitting means (flash device 54F), The performance execution means includes: In response to the determination, it is possible to display on the display means a suggestion effect (special chart change effect) including a winning or losing effect (a performance associated with the end of an SPSP reach) that notifies the result of the determination, When it is determined that the special game state is to be entered in the above-mentioned judgment, during the execution of the above-mentioned suggestion performance, a notice performance (premiere notice) may be executed in which the light-emitting means is illuminated in a light-emitting mode (light emission in white of the flash lamp 54FL) to notify that the special game state is to be entered, The notification performance includes a first notification performance (normal flash notification in normal fluctuation) that is performed when the suggestion performance starts, and a second notification performance (normal flash notification in SPSP reach) that is performed when the winning / losing performance in the suggestion performance is performed. It is characterized by:

[0353] The gaming machine according to the invention A2 is A gaming machine according to the invention A1, The performance execution means includes: In the suggestive performance, a special performance (N reach) suggesting the possibility of entering the special game state can be executed, The notification performance includes the first notification performance, the second notification performance, and a third notification performance (normal flash notice in N reach) that is performed when the special performance in the suggestion performance is performed. It is characterized by:

[0354] The gaming machine according to the invention A3 is A gaming machine according to invention A1 or invention A2, The performance execution means includes: When it is determined that the special game state is not to be established in the judgment, the light-emitting means is not caused to emit light during the execution of the suggestion performance. It is characterized by:

[0355] The gaming machine according to the invention B1 is A determination means for determining whether or not to set a special game state (jackpot game state, time-saving state, high probability state) advantageous to a player (jackpot determination); A performance execution means (performance control microcomputer 121) capable of executing a predetermined performance; The performance execution means includes: When it is determined that the special game state is to be entered in the judgment, it is possible to execute a notice performance (premiere notice) to notify that the special game state will be entered, The probability of the announcement performance being executed increases when a predetermined condition is met. It is characterized by:

[0356] The gaming machine according to the invention B2 is A gaming machine according to the invention B1, The notification performance includes a first notification performance performed at a first timing (normal fluctuation, SPSP reach) and a second notification performance performed at a second timing (N reach) different from the first timing, When the predetermined condition is satisfied, the probability of executing either the first notification performance or the second notification performance is increased. It is characterized by:

[0357] The gaming machine according to the invention B3 is A gaming machine according to the invention B1, The notification performance includes a first notification performance performed at a first timing (normal fluctuation, SPSP reach) and a second notification performance performed at a second timing (N reach) different from the first timing, When the predetermined condition is satisfied, the probability of executing both the first notification performance and the second notification performance is increased. It is characterized by:

[0358] The gaming machine according to the invention C1 is A determination means for determining whether or not to set a special game state (jackpot game state, time-saving state, high probability state) advantageous to a player (jackpot determination); A performance execution means (performance control microcomputer 121) capable of executing a predetermined performance; The performance execution means includes: When it is determined that the special game state is to be entered in the judgment, it is possible to execute a notice performance (premiere notice) to notify that the special game state will be entered, A provocative performance (main character image G200) may be executed, which suggests that the announcement performance may be executed. It is characterized by:

[0359] The gaming machine according to the invention C2 is A gaming machine according to the invention C1, The notification performance may be executed at any one of a plurality of timings, The provocation performance is executed when the announcement performance is executed at a first timing (normal fluctuation, N reach) among the plurality of timings, but is not executed when the announcement performance is executed at a second timing (SPSP reach) among the plurality of timings. It is characterized by:

[0360] The gaming machine according to the invention C3 is A gaming machine according to invention C2, The second timing is the latest timing among the plurality of timings. It is characterized by:

[0361] The gaming machine according to the invention D1 is A determination means for determining whether or not to execute a jackpot game that provides a player with a predetermined amount of profit (number of prize balls) (jackpot determination); a jackpot game execution means for executing the jackpot game; A game control means capable of controlling a game state to a first game state (a low-probability, low-base game state) or a second game state (a low-probability, high-base game state) which is more advantageous to a player than the first game state; A performance execution means (performance control microcomputer 121) capable of executing a predetermined performance; The performance execution means includes: Based on the result of the judgment, a variable performance (special pattern variable performance) in which a predetermined pattern (performance pattern EZ1, EZ2, EZ3) is displayed in a variable manner and then stopped is executed. When the determination is made that the jackpot game is to be executed while the game is controlled to the second game state, it is possible to stop displaying, in the variable presentation, a special symbol (3000 symbol) which indicates that the jackpot game will be executed multiple times and includes a profit amount display (a number image showing 3000) which indicates the amount of profit to be given to the player in the multiple jackpot games. It is characterized by:

[0362] The gaming machine according to invention D2 is A gaming machine according to the invention D1, The performance execution means includes: When the determination is made that the jackpot game is to be executed in the first gaming state, the special symbol is not stopped and displayed in the variable performance. It is characterized by:

[0363] The gaming machine according to the invention D3 is A gaming machine according to invention D2, The performance execution means includes: When it is determined that the jackpot game is to be executed in the determination while the game is controlled to the first gaming state, it is possible to stop displaying, in the variable presentation, a specific pattern (a repeating number of "7·7·7") that suggests that the jackpot game will be executed multiple times and does not include the profit amount display. It is characterized by:

[0364] The gaming machine according to the invention E1 is A determination means for determining whether or not to execute a jackpot game that provides a player with a predetermined amount of profit (number of prize balls) (jackpot determination); a jackpot game execution means for executing the jackpot game; A game control means capable of controlling a game state to a first game state (a low-probability, low-base game state) or a second game state (a low-probability, high-base game state) which is more advantageous to a player than the first game state; A performance execution means (performance control microcomputer 121) capable of executing a predetermined performance; The performance execution means includes: It is possible to execute a suggestion effect (special chart change effect) that suggests the result of the judgment, When the determination is made that the jackpot game will be executed while the game is controlled to the second game state, the suggestion effect can suggest that the jackpot game will be executed multiple times and can suggest the amount of profit to be given to the player by the multiple jackpot games (3000 symbol effect). It is characterized by:

[0365] The gaming machine according to the invention E2 is A gaming machine according to the invention E1, The performance execution means includes: A predetermined jackpot performance (jackpot performance mode) can be executed during the execution of the jackpot game, When the determination is made that the jackpot game is to be executed in the first gaming state, the jackpot performance can suggest the amount of profit to be given to the player in multiple jackpot games (3000 icon image G600). It is characterized by:

[0366] The gaming machine according to the invention E3 is A gaming machine according to the invention E1, The performance execution means includes: When the first game state is controlled, if the judgment determines that the jackpot game is to be executed, the suggestion performance may suggest that the jackpot game will be executed multiple times (the repeated numbers "7·7·7"), and then suggest the amount of profit to be given to the player in multiple jackpot games (3000 icon image G600). When the second game state is controlled and it is determined that the jackpot game is to be executed, the suggestion effect can simultaneously suggest that the jackpot game will be executed multiple times and suggest the amount of profit to be given to the player by the multiple jackpot games (3000 symbol effect). It is characterized by: [Explanation of symbols]

[0367] 50...Image display device 50a...Display section 54...Board lamp 54F…Flash device 54FL…Flash lamp 101...Game control microcomputer 121...Performance control microcomputer EZ1, EZ2, EZ3…Performance design G200…Main character image G600…3000 icon image

Claims

1. A determination means for determining whether or not to execute a jackpot game that awards a predetermined amount of profit to a player; a jackpot game execution means for executing the jackpot game; a game control means capable of controlling a game state to a first game state or a second game state which is more advantageous to a player than the first game state; A performance execution means capable of executing a predetermined performance, The performance execution means includes: A suggestion effect that suggests the result of the judgment can be executed, When the determination is made that the jackpot game will be executed while the game is controlled to the second game state, the suggestion performance can suggest that the jackpot game will be executed multiple times and can suggest the amount of profit to be given to the player by the multiple jackpot games. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The performance execution means includes: A predetermined jackpot performance can be executed during the execution of the jackpot game, When the determination is made that the jackpot game is to be executed while the game is controlled to the first gaming state, the jackpot presentation can suggest an amount of profit to be given to the player in multiple jackpot games. A gaming machine characterized by:

3. 2. The gaming machine according to claim 1, The performance execution means includes: When the first game state is controlled, if the judgment determines that the jackpot game is to be executed, the suggestion performance may suggest that the jackpot game will be executed multiple times, and then suggest the amount of profit to be given to the player in the multiple jackpot games. When the determination is made that the jackpot game will be executed while the game is controlled to the second game state, the suggestion performance can simultaneously suggest that the jackpot game will be executed multiple times and suggest the amount of profit to be given to the player by the multiple jackpot games. A gaming machine characterized by:

Citation Information

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