Game machine

The gaming machine addresses the challenge of unclear prize ball wins by implementing a special game execution and state switching mechanism with enhanced prize notification, thereby improving player engagement and enjoyment.

JP2025018154APending Publication Date: 2025-02-06SANSEI R&D KK
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Patent Information

Application Number
JP2023121631
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-26
Publication Date
2025-02-06

AI Technical Summary

Technical Problem

Players in gaming machines, such as pachinko game machines, have difficulty understanding how many game balls they have won in the first major prize slot during a round game, which affects the appeal of the performance.

Method used

The gaming machine is equipped with a special game execution mechanism that allows for special games with prize ball awards, includes a game state setting mechanism to switch between normal, advantageous, and special game states, and provides a performance execution mechanism to notify the number of prizes won through specific displays, with enhanced notifications when the total number of prizes exceeds a specified threshold during the special game state.

Benefits of technology

This enhances the gaming experience by improving player engagement and understanding of prize winnings, contributing to increased fun and excitement.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025018154000001_ABST
    Figure 2025018154000001_ABST
Patent Text Reader

Abstract

To provide a game machine that contributes, through presentations, to the improvement of game amusement.SOLUTION: A Pachinko game machine PY1 is capable of performing the number of winnings notification presentation that can make a notification of the number of winnings into a variable winning port 14 in a predetermined period (period of one round game) during special games by using a plurality of specific displays Q. If a total number of game media to be paid out during a player advantageous period, in which a special game state and an advantageous game state are to be performed one or multiple times in a series, exceeds a first threshold of "5000 pieces" while the special games are being performed, among the plurality of specific displays Q to be displayed in the predetermined period during special games, an exceeding-time specific display QSB is to be displayed not in a normal mode but in a special mode, the exceeding-time specific display QSB being a specific display Q linked to winnings, whose total number to exceed the first threshold, into the variable winning port 14.SELECTED DRAWING: Figure 21
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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] Conventionally, there has been known a gaming machine capable of executing a round presentation in which a prize ball number image G110 indicating the total number of prize balls paid out in connection with winning at the first large prize port 14 (variable prize port) during a round of play in a jackpot game (special game) is displayed (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-081028 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the gaming machine described in Patent Document 1, it is difficult for the player to tell how many gaming balls (gaming media) have entered the first large prize port 14 during a round of play, and there is room for improvement in terms of increasing the interest of the presentation. [Means for solving the problem]

[0005] The gaming machine disclosed in this specification comprises: A special game execution means capable of executing a special game in which a prize ball is awarded by winning into a variable winning port; A game state setting means for setting one of a plurality of game states including a normal game state, an advantageous game state which is more advantageous to a player than the normal game state, and a special game state which accompanies the execution of the special game; A performance execution means capable of executing a predetermined performance, The game state setting means includes: After the special gaming state, the advantageous gaming state may be set; The performance execution means includes: A winning number notification effect capable of notifying the number of winnings in the variable winning slots during a predetermined period during the special game can be executed by using a plurality of specific displays; When the total number of prize balls awarded during a player advantageous period in which the special game state and the advantageous game state occur in succession one or more times, exceeds a predetermined number during the execution of the special game, an excess specific display, which is a specific display linked to a win at the variable winning port where the total number exceeds the predetermined number, among the multiple specific displays displayed during the predetermined period during the special game, is displayed in a special manner rather than in a normal manner. Effect of the Invention

[0006] 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]

[0007] [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] 13 is a specific example of a big win game control table according to the first embodiment. [Figure 18] (A) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "jackpot win", and (B) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "reach but miss". [Figure 19] FIG. 13 is an explanatory diagram of the result display at the end of the time-saving period in the first embodiment. [Figure 20] 1 is an explanatory diagram of the winning notification effect during a round in the first embodiment. FIG. [Figure 21] 1 is an explanatory diagram of the winning notification effect during a round in the first embodiment. FIG. [Figure 22] 1 is an explanatory diagram of the winning notification effect during a round in the first embodiment. FIG. [Figure 23] 1 is an explanatory diagram of the winning notification effect during a round in the first embodiment. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 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.

[0009] <Basic embodiment> A first embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment on which the first embodiment is based will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. In addition, "forward" refers to the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rearward" refers to the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.

[0010] 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.

[0011] 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.

[0012] 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.

[0013] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined luminous color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speaker 52 is installed in the upper left and upper right parts of the front door 23, and outputs, for example, background music (BGM) and sound effects. The frame lamp 53 is installed on the left and right parts of the front door 23 around the transparent plate 23t, and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed on the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown), and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down movement.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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, or an open state (open state) in which game balls can enter.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 3. Basic Games Next, a basic game of the pachinko gaming machine PY1 will be described. The pachinko gaming machine PY1 can execute a special game and a normal game using a game ball that is shot by operating a handle 72k.

[0027] 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.

[0028] 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.

[0029] 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).

[0030] 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).

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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).

[0036] 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.

[0037] 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.

[0038] 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).

[0039] 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.

[0040] 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.

[0041] 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).

[0042] 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.

[0043] 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.

[0044] 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).

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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."

[0049] 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".

[0050] 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.

[0051] 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".

[0052] 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".

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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."

[0073] 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."

[0074] 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."

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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".

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] "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.

[0108] 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.

[0109] 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.

[0110] 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."

[0111] 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.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] 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.

[0116] 9-3-1. Winning Command The winning command is generated in association with the winning of the game ball into various winning devices (the first start port 11, the second start port 12, the gate 13, the first large winning port 14, the second large winning port 15, the general winning port 10, etc.). The winning commands include a first start port command generated by the game ball winning the first start port 11, a second start port command generated by the game ball winning the second start port 12, a gate command generated by the game ball passing through the gate 13, a first large winning port command generated by the game ball winning the first large winning port 14, a first large winning port command generated by the game ball winning the second large winning port 15, a general winning port command generated by the game ball winning the general winning port 10, etc.

[0117] 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.

[0118] 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.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] 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.

[0124] 9-4. Production control section 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, advance 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, for example, configured with a ROM or RAM, and stores a table for selecting advance notice performances, etc., performance data generated according to the execution of a performance, etc.

[0125] Various effects are executed mainly 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 by referring to the table and the effect data stored in the effect storage unit 121b.

[0126] First Embodiment The first embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.

[0127] 1. Jackpot Game First, the jackpot game of this embodiment will be further described with reference to FIG. 17. The game ROM 103 of this embodiment stores a jackpot game control table shown in FIG. 17. The game control microcomputer 101 can execute a jackpot game using the jackpot game control table shown in FIG. 17. Specifically, the game control microcomputer 101 can execute a jackpot game control process for executing a jackpot game using the jackpot game control table. This jackpot game control process is performed when the game state is set to the jackpot game state.

[0128] As shown in FIG. 17, the jackpot game in this embodiment includes a "jackpot game 1", a "jackpot game 2", a "jackpot game 3" and a "jackpot game 4".

[0129] "Jackpot Game 1" is a jackpot game that is executed when the result of the jackpot determination in the special chart 1 determination process by the game control microcomputer 101 is "jackpot win" and the result of the jackpot pattern type determination is "jackpot pattern 1." The allocation rate of "jackpot pattern 1" in the special chart 1 determination process is "65%" (see FIG. 17). In "jackpot game 1," four rounds of play are played. Each round of play involves the opening of the first big prize winning port 14 for a maximum of 29.5 seconds.

[0130] "Big Win Game 2" is a big win game that is executed when the result of the big win judgment in the special chart 1 judgment process by the game control microcomputer 101 is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 2". The allocation rate of "Big Win Symbol 2" in the special chart 1 judgment process is "35%" (see FIG. 17). In "Big Win Game 2", like the above "Big Win Game 1", four round games are played with the first big winning hole 14 opening for a maximum of 29.5 seconds.

[0131] The "jackpot game 3" is a jackpot game that is executed when the result of the jackpot determination in the special chart 2 determination process by the game control microcomputer 101 is "jackpot win" and the result of the jackpot pattern type determination is "jackpot pattern 3". The allocation rate of the "jackpot pattern 3" in the special chart 2 determination process is "75%" (see FIG. 17). In the "jackpot game 3", 10 rounds are played with the first big prize opening 14 opening for a maximum of 29.5 seconds.

[0132] "Big Win Game 4" is a big win game that is executed when the result of the big win judgment in the special chart 2 judgment process by the game control microcomputer 101 is "Big Win" and the result of the big win symbol type judgment is "Big Win Symbol 4". The allocation rate of "Big Win Symbol 4" in the special chart 2 judgment process is "25%" (see FIG. 17). In "Big Win Game 4", four round games are played with the first big winning hole 14 opening for a maximum of 29.5 seconds.

[0133] In this embodiment, the "jackpot game 3" with 10 rounds of play is more advantageous to the player than the "jackpot game 1" and "jackpot game 2" with 4 rounds of play, or the "jackpot game 4" with 4 rounds of play. In other words, the jackpot game state in which the "jackpot game 3" is executed is more advantageous to the player than the jackpot game states in which the "jackpot game 1", "jackpot game 2" or "jackpot game 4" is executed.

[0134] In addition, in this embodiment, after the execution of "jackpot game 1", "jackpot game 2", "jackpot game 3" and "jackpot game 4", the game state is set to a time-saving state ("low probability high base game state" or "high probability high base game state") (see Figure 17).

[0135] Furthermore, after "jackpot game 1", "jackpot game 3" and "jackpot game 4" are executed, the gaming state is set to a high probability state ("high probability high base gaming state") (see FIG. 17).

[0136] On the other hand, after the execution of the "big win game 2", the gaming state is set to a low probability state ("low probability high base gaming state") (see FIG. 17).

[0137] In this embodiment, the "high probability high base game state" can be continued until the number of special drawing (special drawing 1 drawing, special drawing 2 drawing) reaches a first specific number ("130 times" in this embodiment), and the "low probability high base game state" can be continued until the number of variable display of the special drawing (special drawing 1 drawing, special drawing 2 drawing) reaches a second specific number ("100 times" in this embodiment). Therefore, it can be said that "jackpot game 1", "jackpot game 3" and "jackpot game 4" which are set to the "high probability high base game state" after the jackpot game are jackpot games more advantageous to the player than "jackpot game 2" which is set to the "low probability high base game state" after the jackpot game. In other words, the jackpot game state in which "jackpot game 1", "jackpot game 3" or "jackpot game 4" is executed is a game state more advantageous to the player than the jackpot game state in which "jackpot game 2" is executed.

[0138] Furthermore, in this embodiment, when a game ball enters the first large prize opening 14 while the first large prize opening 14 is open during the execution of "Jackpot Game 1," "Jackpot Game 2," "Jackpot Game 3," and "Jackpot Game 4," a first number of game balls (15 in this embodiment) are awarded as prize balls for each game ball that enters (paid out to the upper tray 34).

[0139] 2. Game Status Next, the game state will be further explained. The pachinko game machine PY1 of this embodiment can be set to any one of the game states shown in Fig. 3, namely, "normal game state (low probability low base game state)", "low probability high base game state", "high probability high base game state" and "jackpot game state". The game control microcomputer 101 performs game state setting processing at the start and end of the jackpot game state.

[0140] In the game state setting process of this embodiment, if the result of the jackpot determination in the special chart 1 determination process (or special chart 2 determination process) in the "normal game state", "low probability high base game state" or "high probability high base game state" is "jackpot winning", the "jackpot game state" is set after the variable display of the special chart ends. Also, if jackpot game 1, jackpot game 3 and jackpot game 4 are played in the "jackpot game state", the "high probability high base game state" is set after the jackpot game is played. On the other hand, if "jackpot game 2" is played in the "jackpot game state", the "low probability high base game state" is set after the jackpot game is played.

[0141] In this embodiment, the normal probability state is set in both the normal game state (low probability low base game state) and the low probability high base game state. However, the time-saving state is not set in the normal game state, but is set in the low probability high base game state. As described above, in the time-saving state, the player can aim for a jackpot under the smooth progress of the game, so the low probability high base game state is a game state that is more advantageous to the player than the normal game state.

[0142] In addition, in the high probability high base game state of this embodiment, a time-saving state is set, just like in the low probability high base game state. Furthermore, it is easier to win a jackpot than in the normal probability state. Therefore, the high probability high base game state is a game state that is more advantageous to the player than the normal game state.

[0143] Furthermore, the jackpot game state is a game state in which the above-mentioned jackpot game 1, jackpot game 2, jackpot game 3, or jackpot game 4 is executed. In the round play of each jackpot game, the first large prize winning port 14 is opened to allow balls to enter (see FIG. 17), so the jackpot game state is an advantageous game state for the player. In particular, the first large prize winning port 14 is not opened while the game state is set to the normal game state. Therefore, it can be said that the jackpot game state is more advantageous to the player in terms of prize balls resulting from the entry of game balls into the first large prize winning port 14 than the normal game state.

[0144] When the power is turned on for the first time in the pachinko game machine PY1 of this embodiment, the normal game state is set. Then, if the result of the special drawing lottery when the normal game state is set is a jackpot, the game state transitions from the normal game state to the jackpot game state, and a jackpot game is played. Specifically, if the result of the special drawing lottery is jackpot pattern 1, jackpot game 1 is played, and if the result is jackpot pattern 2, jackpot game 2 is played during the setting of the jackpot game state. Also, if the result of the special drawing lottery is jackpot pattern 3, jackpot game 3 is played, and if the result is jackpot pattern 4, jackpot game 4 is played.

[0145] After the jackpot game is executed, the game state transitions from the jackpot game state to a high probability high base game state or a low probability high base game state. When the game state is set to the high probability high base game state, the setting of the high probability high base game state can be continued until the number of special chart lotteries (special chart 1 lottery, special chart 2 lottery) reaches the first specific number described above. In other words, this pachinko game machine PY1 is a game machine ("ST machine") equipped with "ST (Special Time)" up to the first specific number described above. Specifically, after the game state is set to the high probability high base game state, when the number of special chart lotteries (special chart 1 lottery, special chart 2 lottery) in the high probability high base game state reaches the first specific number, the game state transitions from the high probability high base game state to the low probability low base game state (normal game state) before the start of the variable display of the special chart accompanying the next special chart lottery. However, after the game state is set to a high probability high base game state, if the result of the special chart lottery is a jackpot before the number of special chart lotteries in that high probability high base game state reaches a first specific number, the setting of the high probability high base game state ends midway (i.e., before the number of special chart lotteries reaches a first specified number), the game state transitions from the high probability high base game state to a jackpot game state, and a jackpot game is played.

[0146] On the other hand, when the game state is set to the low probability high base game state, the setting of the low probability high base game state can be continued until the number of special drawing (special drawing 1, special drawing 2) reaches the second specific number described above. Specifically, after the game state is set to the low probability high base game state, if the number of special drawing in the low probability high base game state reaches the second specific number, the game state transitions from the low probability high base game state to the low probability low base game state before the start of the next special drawing fluctuation. However, after the game state is set to the low probability high base game state, if the result of the special drawing becomes a jackpot before the number of special drawing in the low probability high base game state reaches the second specific number, the setting of the low probability high base game state ends midway (i.e., before the number of special drawing reaches the second predetermined number), and the game state transitions from the low probability high base game state to the jackpot game state, and the jackpot game is played.

[0147] In this embodiment, if a jackpot is won when the normal game state is set, the game state is changed from the normal game state to the jackpot game state, and then the game state transitions to a high base game state (high probability high base game state or low probability high base game state) instead of the normal game state. As described above, the jackpot game state and the high base game state are game states that are more advantageous to the player than the normal game state, so once a jackpot is won, a game state that is more advantageous than the normal game state is set in succession. In this way, a state in which a jackpot game state and a high base game state (high probability high base game state, low probability high base game state) are set in succession is particularly called a "successive advantageous state". The period during which the continuous advantageous state is set is also called a "continuous advantageous period". For convenience, a state consisting of only a jackpot game state in which a high base game state is set thereafter is also called a continuous advantageous state.

[0148] During the consecutive advantageous state (consecutive advantageous period), the player can acquire prize balls from the first major winning slot 14 that is opened in the associated jackpot game each time a jackpot game state is set. Also, each time a high base game state is set, the player can aim for the next jackpot win without losing too many game balls. Therefore, the number of game balls acquired by the player in one consecutive advantageous state is not significantly different from the numerical value obtained by adding up (accumulating) the number of prize balls from the first major winning slot 14 for each jackpot game state set in that consecutive advantageous state.

[0149] 3. Fluctuation pattern judgment table Next, the variation patterns that the game control microcomputer 101 of the configuration of the pachinko game machine PY1 of this embodiment can determine will be further described with reference to Figures 14 and 18. The game memory unit 101c of this embodiment stores a variation pattern determination table shown in Figure 14.

[0150] Fig. 18 shows the distribution rate (execution probability) of the variation pattern in the variation pattern determination table shown in Fig. 14. In this embodiment, when the result of the jackpot determination of the first special chart in the non-time-saving state is "jackpot win", the game control microcomputer 101 selects the variation pattern with the distribution rate shown in Fig. 18(A). Also, when the result of the jackpot determination of the first special chart in the non-time-saving state is "miss" and the result of the reach determination is "reach", the game control microcomputer 101 selects the variation pattern with the distribution rate shown in Fig. 18(B).

[0151] According to FIG. 18(A), the value of the distribution rate of the variation pattern "THP001" is "90%", which is larger than the value of the distribution rate of the variation pattern "THP002" (10%). Therefore, in most cases where the result of the jackpot determination of the first special chart in the non-time-saving state is a jackpot win, the game will progress to the SPSP reach via the SP reach. Therefore, when the game progresses to the SPSP reach via the SP reach, it is possible to make the player aware that there is a high possibility that a "jackpot game" will be executed after that. On the other hand, when the result of the jackpot determination of the first special chart in the non-time-saving state is a "jackpot win", there are rare cases where the SPSP reach is not executed and the performance patterns EZ1, EZ2, and EZ3 are displayed in a stop state suggesting a jackpot after the execution of the SP reach. Therefore, if the game does not progress to the SPSP reach after the execution of the SP reach and the performance symbols EZ1, EZ2, and EZ3 are displayed in a manner that indicates a big win, it is possible to take the player by surprise and give him or her a sense of surprise and joy.

[0152] Also, according to FIG. 18(B), the value of the distribution rate of the variation pattern "THP013" (70%) is larger than the total value of the distribution rates of the variation patterns "THP011" and "THP012" (30%). As described above, when the result of the jackpot determination of the first special chart in the non-time-saving state is "jackpot win", the performance patterns EZ1, EZ2, and EZ3 are not displayed in a stopping state that suggests a jackpot after the execution of N reach without progressing to SP reach. Therefore, when SP reach is performed after the execution of N reach, it is possible to make the player aware that a jackpot game may be executed after that.

[0153] 4. Direction Next, various effects in this embodiment will be described with reference to Figs. 19 to 23. The effect control microcomputer 121 in this embodiment can execute "result display during ending" during the ending of a jackpot game. Also, it can execute "result display at the end of time-saving" at the end of a high base game state (high probability high base game state, low probability high base game state). Furthermore, it can execute "prize-winning notification effect during round" during a round effect of a jackpot game.

[0154] 4-1. Normal performance mode First, the normal presentation mode in this embodiment will be described with reference to Fig. 5 (B-1), Fig. 5 (B-2) and Fig. 5 (B-3). This normal presentation mode can be set when the special chart variation presentation is being performed in the "low probability low base game state" or the "high probability low base game state", and is a presentation mode that indicates a non-time-saving state. The normal presentation modes include a first normal presentation mode in which a background image (daytime normal background image G102) showing a daytime mountain scene is displayed on the display unit 50a as shown in Fig. 5 (B-1), a second normal presentation mode in which a background image (evening normal background image G103) showing an evening mountain scene is displayed on the display unit 50a as shown in Fig. 5 (B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) showing a nighttime mountain scene is displayed on the display unit 50a as shown in Fig. 5 (B-3). The mode can be switched under one condition that the special chart variation presentation is performed once or multiple times without winning a jackpot. Furthermore, each of the first to third normal performance modes has a normal early performance mode before the reach is established and a normal late performance mode after the reach is established in the special chart variation performance. In the normal early performance mode, any one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display unit 50a, but in the normal late performance mode, a dedicated background image according to the type of reach is displayed.

[0155] 4-2.Result display during ending Next, the result display during the ending of this embodiment will be explained using Fig. 5 (C-3). This result display during the ending is a display using the first total number of winning balls image G112 displayed in the upper left corner of the display unit 50a during the ending of the big win game, as shown in Fig. 5 (C-3).

[0156] The ending result display (first total number of winning balls image G112) in this embodiment is a display including at least the total number of winning balls paid out by the balls entering the first big winning port 14 in the ongoing big winning game. In other words, when a big winning game is played "M times (M is an integer of 2 or more)" during the setting of a series of continuous game states (during the continuous advantageous period), the ending result display (first total number of winning balls image G112) in the first big winning game is different from the ending result display (first total number of winning balls image G112) in the Mth big winning game. Specifically, the ending result display (first total number of winning balls image G112) in the first big winning game during the setting of the continuous game state (during the continuous advantageous period) is a display including at least the total number of winning balls in the first big winning port 14 in the (first) big winning game. In contrast, the result display (first total number of winning balls image G112) during the ending of the Mth jackpot game while the continuous play state is set (during the continuous advantageous period) is a display that includes at least the total number of winning balls in the first large winning port 14 in that (Mth) jackpot game plus the total number of winning balls in the first large winning port 14 in the 1st to (M-1)th jackpot games.

[0157] As described above, during the setting of the consecutive advantageous state (during the consecutive advantageous period) that was started by winning a jackpot during the first to third normal performance modes, if the jackpot game being played is the first jackpot game in the consecutive advantageous state, the total number of prize balls in the first jackpot winning port 14 only for the first jackpot game is displayed as the ending result display (first total prize ball number image G112). On the other hand, during the setting of the consecutive advantageous state that was started by winning a jackpot during the first to third normal performance modes (during the consecutive advantageous period), if the jackpot game being played is the second or subsequent jackpot game in the consecutive advantageous state, the total number of prize balls in the first jackpot winning port 14 for all games from the first jackpot game in the consecutive advantageous state to the jackpot game being played is displayed as the ending result display (first total prize ball number image G112).

[0158] Therefore, when the ending result display (first total number of winning balls image G112) is executed in the first jackpot game state (jackpot game) in the consecutive advantageous state, the player can grasp the total number of winning balls in the first winning port 14 in that jackpot game. On the other hand, when the ending result display (first total number of winning balls image G112) is executed in the second or subsequent jackpot game state (jackpot game) in the consecutive advantageous state, the player can grasp the total number of winning balls in the first winning port 14 in the jackpot game up to that point. Therefore, the player can realize the number of game balls that have been acquired so far in the consecutive advantageous state.

[0159] 4-3. Displaying the results when the time-saving period ends The result display at the time of the end of the time-saving period will be explained with reference to FIG. 19. This result display at the time of the end of the time-saving period is performed at the end of the variable display of the special chart of the final round (last) of the high base game state (high probability high base game state, low probability high base game state). Specifically, for example, as shown in FIG. 19, it is a display using the second total number of winning balls image G121A displayed in the upper left corner of the display unit 50a. This second total number of winning balls image G121A indicates at least the total number of winning balls by balls entering the first big winning port 14, which were paid out in the big win game performed during the setting of a series of consecutive advantageous states (continuous advantageous period). The image G122 shown in FIG. 19 is an image suggesting that the probability variation performance mode will end with the end of the setting of the high probability high base game state.

[0160] In the result display at the end of the time-saving period (second total number of winning balls image G121A), the same content (numerical value) as the result display during the ending (first total number of winning balls image G112) performed in the previous big win game is displayed. Specifically, for example, in the result display at the end of the time-saving period (second total number of winning balls image G121A) performed during the variable display of the final special chart in the high probability high base game state, the same numerical value as that displayed in the result display during the ending (first total number of winning balls image G112) in the big win game immediately before the high probability high base game state is set is displayed.

[0161] In this embodiment, no game balls enter the first large winning port 14 (or the second large winning port 15) while the high base game state (high probability high base game state, low probability high base game state) is set. Furthermore, in the high base game state, the game balls held by the player do not decrease significantly. Therefore, the game balls held by the player do not increase or decrease significantly while one high base game state is set. Therefore, the result display at the end of the time-saving period (second total number of winning balls image G121A) displays the same content (number) as the ending result display (first total number of winning balls image G112) performed in the previous big win game.

[0162] 4-4. Winning announcement during the round Next, the mid-round winning notification effect of this embodiment will be described with reference to Figures 20, 21, 22, and 23. This mid-round winning notification effect is an effect for visually notifying the player that a game ball has won (entered) the first big winning hole 14 that is open during a round of big win game.

[0163] This mid-round winning notification effect is performed with the execution of each round game of various jackpot games. Specifically, if the jackpot game being executed is "jackpot game 1", "jackpot game 2" or "jackpot game 4", it is performed with the execution of any of the round games from the 1st round (1R) to the 4th round (4R). Also, if the jackpot game being executed is "jackpot game 3", it is performed with the execution of any of the round games from the 1st round (1R) to the 10th round (10R). The mid-round winning notification effect of this embodiment starts with the start of the round game and ends with the end of the round game.

[0164] In this mid-round winning notification performance, for example, as shown in Fig. 20, ten character images Q are displayed at the bottom of the display unit 50a. As the mid-round winning notification performance is executed, the ten character images Q are displayed in the left-right direction of the display unit 50a in order from left to right, i.e., a first character image Q1, a second character image Q2, a third character image Q3, a fourth character image Q4, a fifth character image Q5, a sixth character image Q6, a seventh character image Q7, an eighth character image Q8, a ninth character image Q9, and a tenth character image Q0. When the execution of the winning notification effect during the round starts with the start of the execution of the round game, the above-mentioned 10 character images Q (first character image Q1, second character image Q2, third character image Q3, fourth character image Q4, fifth character image Q5, sixth character image Q6, seventh character image Q7, eighth character image Q8, ninth character image Q9 and tenth character image Q0) appear on the display unit 50a. Then, with the end of the execution of the round game, the 10 character images Q (first character image Q1, second character image Q2, third character image Q3, fourth character image Q4, fifth character image Q5, sixth character image Q6, seventh character image Q7, eighth character image Q8, ninth character image Q9 and tenth character image Q0) disappear from the display unit 50a, and the execution of the winning notification effect during the round ends.

[0165] The display mode of the character image Q includes a pre-winning mode and a post-winning mode. The pre-winning mode is a display mode in which the outline is black and the inside is white. On the other hand, the post-winning mode is a display mode in which both the outline and the inside are black.

[0166] When the execution of the winning notification performance during the round starts with the start of the round game, the display mode of the character images Q is the pre-winning mode. Then, during the round game, each time a game ball enters the first large winning port 14, the display mode of the character images Q is switched from the pre-winning mode to the post-winning mode one by one. Specifically, during the round game, each time a game ball enters the first large winning port 14, the display modes of the character images Q are switched from the pre-winning mode to the post-winning mode one by one in the order of the first character image Q1, the second character image Q2, the third character image Q3, the fourth character image Q4, the fifth character image Q5, the sixth character image Q6, the seventh character image Q7, the eighth character image Q8, the ninth character image Q9, and the tenth character image Q0. For example, Fig. 20(B) shows a state of the winning notification effect during a round when three game balls win the first large winning hole 14 during the execution of a round game. As shown in Fig. 20(B), among the ten character images Q, the first character image Q1, the second character image Q2, and the third character image Q3 located on the left side of the display unit 50a have switched to the post-winning state, while the fourth character image Q4, the fifth character image Q5, the sixth character image Q6, the seventh character image Q7, the eighth character image Q8, the ninth character image Q9, and the tenth character image Q0 located to the right of them are still displayed in the pre-winning state.

[0167] In the present pachinko game machine PY1, when the game control microcomputer 101 outputs a winning command generated in relation to winning into the first large winning port 14 during the execution of the mid-round winning notification performance, the performance control microcomputer 121 of the performance control unit 120 switches the character image Q displayed in the pre-winning mode, which is the leftmost one on the display unit 50a, to the post-winning mode in response to the input of the winning command. Therefore, the player can visually grasp the number of winning (entering) game balls into the first large winning port 14 that occurred during the round of play from the number of character images Q that have been switched from the pre-winning mode to the post-winning mode during the mid-round winning notification performance being executed.

[0168] In addition, the character images Q of this embodiment include a circular character image QC, a rectangular character image QS, and a star-shaped character image QP, which are all different in shape. The circular character image QC has a circular outer shape (outline), for example, as shown in Fig. 20. The rectangular character image QS has a rectangular outer shape (outline), for example, as shown in Fig. 22. The star-shaped character image QP has a star-shaped outer shape (outline), for example, as shown in Fig. 23.

[0169] The circular character image QC informs the player that, during the setting of a series of consecutive advantageous states (during the consecutive advantageous period), the total number of winning balls resulting from balls entering the first winning port 14 in the corresponding round of the currently active jackpot game does not exceed the first threshold value of "5000 balls" (i.e., it is less than "5000 balls"). Also, the rectangular character image QS informs the player that, during the setting of a series of consecutive advantageous states, the total number of winning balls resulting from balls entering the first winning port 14 in the corresponding round of the currently active jackpot game exceeds the first threshold value of "5000 balls" and does not exceed the second threshold value of "10000 balls" (i.e., it exceeds "5000 balls" and is less than "10000 balls"). In addition, the star-shaped character image QP notifies the player that the total number of winning balls that have entered the first big winning port 14 in the corresponding round of the currently ongoing jackpot game during the setting of a series of consecutive advantageous states has exceeded the second threshold value of "10,000 balls."

[0170] Specifically, for example, the first circular character image Q1C, the second circular character image Q2C, the third circular character image Q3C, the fourth circular character image Q4C, the fifth circular character image Q5C, the sixth circular character image Q6C, the seventh circular character image Q7C, the eighth circular character image Q8C, the ninth circular character image Q9C, and the tenth circular character image Q0C shown in Figures 20(A) and 20(B) are all circular character images QC. Therefore, in the round game shown in Figures 20(A) and 20(B), even if ten balls enter the first large winning hole 14, it is possible to inform the player that the total number of winning balls due to the balls entering the first large winning hole 14 in the jackpot game performed during the setting of a series of consecutive advantageous states (continuous advantageous period) does not exceed the first threshold value of "5000 balls".

[0171] Also, for example, the first circular character image Q1C, the second circular character image Q2C, the third circular character image Q3C and the fourth circular character image Q4C shown in Figures 21(A) and 21(B) are circular character images QC, while the fifth rectangular character image Q5S (the first rectangular character image QSB described below), the sixth rectangular character image Q6S, the seventh rectangular character image Q7S, the eighth rectangular character image Q8S, the ninth rectangular character image Q9S and the tenth rectangular character image Q0S are rectangular character images QS. Therefore, in the round play shown in Figures 21(A) and 21(B), until four balls enter the first large prize opening 14, the total number of winning balls resulting from balls entering the first large prize opening 14 in the jackpot play performed during the setting of a series of consecutive advantageous states (continuous advantageous period) does not exceed the first threshold value of "5,000 balls", but when five or more balls enter the first large prize opening 14, it is possible to notify the player that the total number of winning balls resulting from balls entering the first large prize opening 14 in the jackpot play performed during the setting of a series of consecutive advantageous states (continuous advantageous period) will exceed the first threshold value of "5,000 balls".

[0172] In this embodiment, the first of the rectangular character images QS is particularly referred to as the "leading rectangular character image QSB." This leading rectangular character image QSB notifies that the total number of winning balls that have entered the first large winning hole 14 in the corresponding round of play during the setting of a series of consecutive advantageous states (continuous advantageous period) has just exceeded the first threshold value of "5,000 balls."

[0173] The pre-winning state of the leading rectangular character image QSB is a display state in which the outline of the rectangle is black and the inside is white, similar to the other rectangular character images QS, as shown in Fig. 21(A). However, the leading rectangular character image QSB is larger than the other rectangular character images QS. Also, unlike the other character images Q currently being displayed, the leading rectangular character image QSB in the pre-winning state has a first character image G203 consisting of the character string "5000" displayed overlapping (appended) to the front side of it (see Fig. 21(A)).

[0174] The post-winning state of the leading rectangular character image QSB is a display state in which the rectangular outline and its inside are black, as with the other rectangular character images QS, as shown in FIG. 21(B). However, the leading rectangular character image QSB is larger than the other rectangular character images QS. In addition, when the leading rectangular character image QSB switches from the pre-winning state to the post-winning state, as shown in FIG. 21(B), the display of the above-mentioned first character image G203 disappears from the display unit 50a, and instead, the first speech bubble image G204 including the character string "5000OVER" is displayed on the display unit 50a for a first period (3 seconds in this embodiment) from the switch to the post-winning state.

[0175] After that, when the number of winning balls entering the first large winning port 14 during the sixth round of the game shown in FIG. 21(A) and FIG. 21(B) reaches ten, the sixth round of the game ends, and the mid-round winning notification effect ends. Then, the mid-round winning notification effect shown in FIG. 22(C) starts again with the start of the seventh round of the game, which is the next round of the game. In this mid-round winning notification effect performed in conjunction with the execution of the seventh round of the game, all ten character images Q are rectangular character images QS. This makes it possible to notify the player that the total number of winning balls entering the first large winning port 14 during the jackpot game performed during the setting of a series of consecutive advantageous states (during the consecutive advantageous period) exceeds the first threshold value of "5000 balls" through this mid-round winning notification effect.

[0176] Also, for example, the first rectangular character image Q1S shown in Figures 23(A) and 23(B) is a rectangular character image QS, while the second star-shaped character image Q2P (the first star-shaped character image QPB described below), the third star-shaped character image Q3P, the fourth star-shaped character image Q4P, the fifth star-shaped character image Q5P, the sixth star-shaped character image Q6P, the seventh star-shaped character image Q7P, the eighth star-shaped character image Q8P, the ninth star-shaped character image Q9P and the tenth star-shaped character image Q0P are star-shaped character images QP. Therefore, in the round play shown in Figures 23(A) and 23(B), until one ball enters the first large prize opening 14, the total number of winning balls resulting from balls entering the first large prize opening 14 in the jackpot play performed during the setting of a series of consecutive advantageous states (continuous advantageous period) does not exceed the second threshold value of "10,000 balls", but when two or more balls enter the first large prize opening 14, it is possible to notify the player that the total number of winning balls resulting from balls entering the first large prize opening 14 in the jackpot play performed during the setting of a series of consecutive advantageous states (continuous advantageous period) will exceed the second threshold value of "10,000 balls".

[0177] As with the rectangular character image QS, the first star-shaped character image QP is specifically referred to as the "leading star-shaped character image QPB." This leading star-shaped character image QPB notifies that the total number of winning balls that have entered the first winning hole 14 in the corresponding round of play during the consecutive advantageous state (consecutive advantageous period) has just exceeded the second threshold value of "10,000 balls."

[0178] The pre-winning state of the leading star-shaped character image QPB is a display state in which the outline of the star shape is black and the inside is white, as with the other star-shaped character images QP, as shown in Fig. 23(A). However, the leading star-shaped character image QPB is larger than the other star-shaped character images QP. Also, unlike the other character images Q currently being displayed, the leading star-shaped character image QPB in the pre-winning state has a second character image G205 consisting of the character string "10000" displayed overlapping (appended) to the front side of it (see Fig. 23(A)).

[0179] The post-winning state of the leading star-shaped character image QPB is a display state in which the outline of the star shape and its inside are black, as with the other star-shaped character images QP, as shown in FIG. 23(B). However, the leading star-shaped character image QPB is larger than the other star-shaped character images QP. In addition, when the leading star-shaped character image QPB switches from the pre-winning state to the post-winning state, as shown in FIG. 23(B), the display of the above-mentioned second character image G205 disappears from the display unit 50a, and instead, the second speech bubble image G206 including the character string "10000OVER" is displayed on the display unit 50a for a second period (3 seconds in this embodiment) from the switch to the post-winning state.

[0180] Before the start of each round of the jackpot game, the microcomputer 121 for controlling the performance of the performance control unit 120 determines the shape of the character image Q to be displayed on the display unit 50a in the mid-round winning notification performance associated with the execution of the round game to be executed, based on the total number of winning balls paid out from the first winning port 14 since the start of the setting of a series of consecutive advantageous states including the jackpot game. As described above, when a game ball enters the first winning port 14 during a round game, a first number (15 balls) of game balls are given (paid out) to the player as prize balls, so the microcomputer 121 for controlling the performance of the performance control unit 120 can calculate the total number of winning balls when game balls corresponding to 10 character images Q enter the first winning port 14. Based on this, it is decided whether the character image Q to be displayed on the display unit 50a in the in-round winning notification performance accompanying the execution of a scheduled round game will be a circular character image QC, a rectangular character image QS, or a star-shaped character image QP.

[0181] In addition, when the microcomputer 121 for controlling the performance of the performance control unit 120 determines to display two types of character images Q, a circular character image QC and a rectangular character image QS, in a mid-round winning notification performance associated with one round of play, the leftmost rectangular character image QS on the display unit 50a is changed to the leading rectangular character image QSB and displayed. In addition, when the microcomputer 121 for controlling the performance of the performance control unit 120 determines to display two types of character images Q, a rectangular character image QS and a star-shaped character image QP, in a mid-round winning notification performance associated with one round of play, the leftmost star-shaped character image QP on the display unit 50a is changed to the leading star-shaped character image QPB and displayed.

[0182] <Advantages of the First Embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.

[0183] (1) The pachinko game machine PY1 of this embodiment can execute a round-time winning notification effect that can notify the number of winning balls in the first winning hole 14 during the execution period of one round game during a jackpot game, using 10 character images Q. Then, when the total number of winning balls awarded during the period in which the continuous advantageous state is set exceeds the first threshold value of "5000 balls" during the execution of the jackpot game, the leading rectangular character image QSB linked to the winning balls in the first winning hole 14 whose total number exceeds the first threshold value (5000 balls) among the 10 character images Q displayed during the execution period of one round game during the jackpot game is displayed in a display mode with the first character image G203 shown in FIG. 21 added, instead of the display mode such as the first circular character image Q1C shown in FIG. 21.

[0184] In addition, if the total number of prize balls awarded during the period in which the continuous advantageous state is set exceeds the second threshold value of "10,000 balls" during the execution of a jackpot game, the leading star-shaped character image QPB linked to the winning of the first large prize slot 14, the total number of which will exceed the second threshold value (10,000 balls) out of the 10 character images Q displayed during the execution period of one round of play in that jackpot game, will be displayed in a display mode with the second character image G205 added, as shown in Figure 23, rather than in a display mode such as the first circular character image Q1C shown in Figure 21, etc.

[0185] Therefore, by executing the mid-round winning notification effect, in addition to the number of winning balls in the first large winning port 14 during the execution period of one round of play in the ongoing jackpot play, the leading rectangular character image QSB is displayed on the display unit 50a, and the player can also know which winning entry into the first large winning port 14 will cause the total number of winning balls awarded during the period in which the continuous advantageous state is set to exceed the first threshold value (5,000 balls) or the second threshold value (10,000 balls).

[0186] (2) Also, as shown in FIG. 21, during the execution of the in-round winning notification performance, during the execution period of one round of play (the 6th round in FIG. 21), when circular character images QC (first circular character image Q1C, second circular character image Q2C, third circular character image Q3C, and fourth circular character image Q4C) with a circular outer shape (outline) and rectangular character images QS (sixth rectangular character image Q6S, seventh rectangular character image Q7S, eighth rectangular character image Q8S, ninth rectangular character image Q9S, and tenth rectangular character image Q0S) with a rectangular outer shape (outline) are all displayed on display unit 50a, it is easy to distinguish between the displayed circular character image QC and rectangular character image QS.

[0187] Furthermore, as shown in FIG. 23, during the execution of the mid-round winning notification performance, during the execution period of one round of play (the third round in FIG. 23), when a rectangular character image QS (first rectangular character image Q1S) with a rectangular outline and a star-shaped character image QP (third star-shaped character image Q3P, fourth star-shaped character image Q4P, fifth star-shaped character image Q5P, sixth star-shaped character image Q6P, seventh star-shaped character image Q7P, eighth star-shaped character image Q8P, ninth star-shaped character image Q9P and tenth star-shaped character image Q0P) with a star-shaped outline are all displayed on display unit 50a, it is easy to distinguish between the displayed rectangular character image QS and star-shaped character image QP.

[0188] Therefore, the player can more reliably grasp which winning entry into the first large winning port 14 will cause the total number of prize balls awarded during the period in which the continuous advantageous state is set to exceed the first threshold value (5,000 balls) or the second threshold value (10,000 balls).

[0189] (3) In addition, the leading rectangular character image QSB is a display mode with the first character image G203 added (see FIG. 21), and the leading star-shaped character image QPB is a display mode with the second character image G205 added (see FIG. 23). Therefore, the player can easily understand that the total number of prize balls exceeds the first threshold value (5,000 balls) due to winning in the first large prize winning hole 14 linked to the leading rectangular character image QSB by the added first character image G203, and that the total number of prize balls exceeds the second threshold value (10,000 balls) due to winning in the first large prize winning hole 14 linked to the leading star-shaped character image QPB by the added second character image G205.

[0190] (4) At the end of the period in which the consecutive advantageous state is set, a result display (second total number of prize balls image G121A) at the end of the time-saving period is displayed, which shows the result of the total number of prize balls awarded during the period in which the consecutive advantageous state is set. Therefore, when the result display (second total number of prize balls image G121A) at the end of the time-saving period is displayed, it is possible to make the player recognize the total number of prize balls awarded during the period in which the consecutive advantageous state is set. Then, when the leading rectangular character image QSB or leading star-shaped character image QPB is displayed during the jackpot game during the period in which the consecutive advantageous state is set, it is possible to make the player recognize that the total number of prize balls has reached a certain number (a predetermined number) before the result display (second total number of prize balls image G121A) at the end of the time-saving period is displayed.

[0191] <Modifications of the Basic and First Embodiments> Below, we will explain modified examples of the pachinko game machine PY1 described in the basic embodiment or the first 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.

[0192] In the first embodiment, first large prize opening 14 is the "variable prize opening" according to the present invention, but a large prize opening other than first large prize opening 14, such as second large prize opening 15, may also be the "variable prize opening". Also, one large prize opening is the "variable prize opening" according to the present invention, but two or more large prize openings may be the "variable prize opening". Also, the large prize opening is the "variable prize opening" according to the present invention, but a prize opening other than the large prize opening may be the "variable prize opening" as long as it is a prize opening that can be changed to allow a ball to enter.

[0193] In addition, in the first embodiment, the big win game is the "special game" according to the present invention, but a small win game in which prize balls are awarded by winning in a variable winning port may also be the "special game".

[0194] In addition, in the first embodiment, the low-probability, low-base gaming state is defined as the "normal gaming state" according to the present invention, but a gaming state other than the low-probability, low-base gaming state may be defined as the "normal gaming state".

[0195] In addition, in the first embodiment, the high probability high base gaming state is defined as the "advantageous gaming state" according to the present invention, but a gaming state other than the high probability high base gaming state may also be defined as the "advantageous gaming state" as long as it is a gaming state that is more advantageous to the player than the normal gaming state.

[0196] In addition, in the first embodiment, the jackpot gaming state is defined as the "special gaming state" according to the present invention, but a gaming state other than the jackpot gaming state may also be defined as the "special gaming state" as long as it is a gaming state that involves the execution of a special game.

[0197] In the first embodiment, after the big win game state (special game state) is set, the game state may be set to a high probability high base game state (advantageous game state) or to a low probability high base game state. However, the game state may be always set to the advantageous game state after the special game state is set.

[0198] In the first embodiment, the character image Q is the "specific display" according to the present invention, but an image in a display mode other than the character image Q may be the "specific display". Also, a display other than an image, such as a display using the light emitted by an LED lamp, may be the "specific display". In addition, although ten character images Q are the "multiple specific displays" according to the present invention, two or more and nine or less character images Q, or eleven or more character images Q may be the "multiple specific displays".

[0199] In the first embodiment, the execution period of one round game is defined as the "predetermined period" according to the present invention, but the execution period of multiple round games may be defined as the "predetermined period." In addition, a period other than the execution period of a round game, such as the execution period of one big win game or the execution period of a predetermined presentation, may be defined as the "predetermined period."

[0200] In the first embodiment, the winning notification effect during the round is the "winning number notification effect" according to the present invention, but the effect of the effect content (mode) other than the winning number notification effect during the round may be the "winning number notification effect". Specifically, for example, a display effect that can add up and display the number of winnings in the variable winning slot can be mentioned.

[0201] In the first embodiment, the period during which a consecutive advantageous state is set, in which a jackpot gaming state (special gaming state) and a high probability high base gaming state (advantageous gaming state) are performed once in a series, is defined as the "player advantageous period" according to the present invention. However, the period during which a consecutive advantageous state is set, in which a special gaming state and an advantageous gaming state are performed multiple times in a series, may also be defined as the "player advantageous period".

[0202] In the first embodiment, the first threshold value of "5000" and the second threshold value of "10000" are set as the "predetermined numbers" according to the present invention. In other words, two types of threshold values ​​are set as the "predetermined numbers". However, one type of threshold value, or three or more types of threshold values ​​may be set as the "predetermined numbers". In addition, the first threshold value (predetermined number) is set as "5000" and the second threshold value (predetermined number) is set as "10000", but the predetermined numbers may be a number of play times other than 5000 or a number of play times other than 10000.

[0203] In the first embodiment, the display mode of the first circular character image Q1C and the like shown in FIG. 21(a) is the "normal mode" according to the present invention, and the display mode of the leading rectangular character image QSB shown in FIG. 21(a) is the "special mode" according to the present invention. However, the display mode other than the first circular character image Q1C shown in FIG. 21(a) may be the "normal mode". Also, if it is different from the normal mode, the display mode other than the leading rectangular character image QSB shown in FIG. 21(a) may be the "special mode". Also, the display mode of the leading star-shaped character image QPB shown in FIG. 23(a) is also the "special mode" according to the present invention. However, if it is different from the normal mode, the display mode other than the leading star-shaped character image QPB shown in FIG. 23(a) may be the "special mode".

[0204] In the first embodiment, the display mode in which the first character image G203 (related display) is added to the leading rectangular character image QSB (excess specific display) in the pre-winning mode, and the display mode in which the related display is not added to the leading rectangular character image QSB (excess specific display) in the post-winning mode, is defined as the "special mode" of the present invention. In addition, the display mode in which the second character image G205 (related display) is added to the leading star-shaped character image QPB (excess specific display) in the pre-winning mode, and the display mode in which the related display is not added to the leading star-shaped character image QPB (excess specific display) in the post-winning mode, is defined as the "special mode" of the present invention. However, the display mode in which the related display is added to both the excess specific display in the pre-winning mode and the excess specific display in the post-winning mode may be defined as the "special mode". Conversely, the display mode in which the related display is not added to both the excess specific display in the pre-winning mode and the excess specific display in the post-winning mode may be defined as the "special mode". In addition, a display mode in which no related display is added to the excess specific display in the pre-winning mode, but a related display is added to the excess specific display in the post-winning mode, may be defined as a "special mode."

[0205] In the first embodiment, the first character image G203 (related display) is displayed overlapping the leading rectangular character image QSB (excess specific display) in the pre-winning state. Also, the second character image G205 (related display) is displayed overlapping the leading star-shaped character image QPB (excess specific display) in the pre-winning state. However, the related display may be displayed without overlapping the excess specific display.

[0206] In the first embodiment, the design (rectangle) of the sixth rectangular character image Q6S etc. (specific display after exceeding) shown in Fig. 21 is different from the design (circle) of the first circular character image Q1C etc. (specific display before exceeding) shown in Fig. 21. Also, the design (star) of the third star-shaped character image Q3P etc. (specific display after exceeding) shown in Fig. 23 is different from the design (rectangle) of the first rectangular character image Q1S (specific display before exceeding) shown in Fig. 23. However, the design of the specific display after exceeding and the design of the specific display before exceeding may be the same.

[0207] In the first embodiment, the design of the specific display before the overage is circular or rectangular, but it may be a shape other than a circle or a rectangle. In addition, the difference in the design of the specific display before the overage is a difference in shape, but it may be a difference in character, size, color, etc.

[0208] In the first embodiment, the design of the specific display after exceeding the limit is a rectangle or a star, but it may be a shape other than a rectangle or a star. Also, the difference in the design of the specific display after exceeding the limit is a difference in shape, but it may be a difference in character, size, color, etc.

[0209] In the first embodiment, the display mode of the sixth rectangular character image Q6S etc. (special display after exceeding) shown in Fig. 21 is different from the display mode of the leading rectangular character image QSB (special display when exceeding) shown in Fig. 21. Also, the display mode of the third star-shaped character image Q3P etc. (special display after exceeding) shown in Fig. 23 is different from the display mode of the leading star-shaped character image QPB (special display when exceeding) shown in Fig. 23. However, the display mode of the specific display after exceeding and the display mode of the specific display when exceeding may be the same.

[0210] In addition, the first embodiment is configured such that at the end of the period (player advantageous period) in which the continuous advantageous state is set, a result display (result display) can be executed at the end of the time-saving period regarding the total number of winning balls awarded during the player advantageous period. However, the configuration may be such that the result display is not executed at the end of the player advantageous period. Also, the configuration may be such that the result display is executed at the end of the player advantageous period in some cases and not in other cases.

[0211] In the first embodiment, when a game ball enters the first big prize opening 14 (variable prize opening) while the variable prize opening is open during the execution of "Big Win Game 1", "Big Win Game 2", "Big Win Game 3" and "Big Win Game 4" (special game), a game ball is paid out to the upper tray 34 as a prize ball for each game ball that enters. However, when a game ball enters the variable prize opening while the variable prize opening is open during the execution of a special game, a game ball may simply be added as a prize ball for each game ball that enters.

[0212] In the first embodiment, the display unit 50a is a 3D liquid crystal display. However, the display unit may be, for example, a 2D liquid crystal display, a dot display, a 7-segment display, or an LED lamp.

[0213] In the first embodiment, the gaming machine is provided with one "display unit." However, the gaming machine may be provided with, for example, a plurality of display units.

[0214] In addition, the numbers of times indicated as the first specific number of times and the second specific number of times shown in the first embodiment, the times indicated as the first period and the second period, and the number indicated as the first number are all examples and may be other than those.

[0215] 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.

[0216] 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.

[0217] 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.

[0218] 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.

[0219] 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.

[0220] Furthermore, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines and mahjong ball gaming machines.

[0221] <The invention disclosed in the first embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following Invention A. In the explanation of Invention A, 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 collective term for the following Inventions A1 to A4.

[0222] The gaming machine according to the invention A1 is A special game execution means (a game control microcomputer 101 for executing a jackpot game control process) capable of executing a special game (jackpot game) in which a prize ball is awarded by winning a variable winning port (a first jackpot winning port 14); A game state setting means (a game control microcomputer 101 for executing a game state setting process) for setting one of a plurality of game states including a normal game state (a low probability low base game state), a favorable game state (a high base game state) which is more favorable to the player than the normal game state, and a special game state (a big win game state) which accompanies the execution of the special game; A performance execution means (performance control unit 120) capable of executing a predetermined performance; The game state setting means includes: After the special gaming state, the advantageous gaming state may be set; The performance execution means includes: A number of winnings notification effect (a winning notification effect during a round) that can notify the number of winnings in the variable winning slots during a predetermined period (a period during which one round of play is performed) during the special game can be executed using a plurality of specific displays (ten character images Q); This is a gaming machine (pachinko gaming machine PY1) characterized in that when the total number of prize balls awarded during a player advantageous period (a period in which continuous advantageous states are set) in which the special gaming state and the advantageous gaming state occur in a series once or multiple times, exceeds a predetermined number (first threshold, second threshold) during the execution of the special game, an excess specific display (e.g., a leading rectangular character image QSB), which is a specific display linked to a winning into the variable winning port in which the total number exceeds the predetermined number, among the multiple specific displays displayed during the predetermined period during the special game, is displayed in a special manner (e.g., the display manner of the leading rectangular character image QSB with the first character image G203 attached, as shown in FIG. 21) rather than in a normal manner (e.g., the display manner of the first circular character image Q1C, etc., as shown in FIG. 21).

[0223] With a gaming machine of this configuration, when the winning number notification display is executed, in addition to the number of winnings in the variable winning slots during the specified period of the special game being played, a specific display will be displayed when an excess is reached, allowing the player to know which winning result in the awarding of prize balls will cause the total number of prize balls awarded during the player's advantageous period to exceed the specified number.

[0224] The gaming machine according to the invention A2 is The gaming machine according to the invention A1, The performance execution means includes: When the excess specific display is displayed during the specified period, the plurality of specific displays to be displayed during the specified period may be a post-excess specific display (e.g., a sixth rectangular character image Q6S shown in FIG. 21 ) linked to a winning entry into the variable winning slot after the total number exceeds the specified number, This is a gaming machine characterized in that the design (rectangle) of the post-exceed specific display is different from the design (circle) of the pre-exceed specific display (for example, the first circular character image Q1C shown in Figure 21) linked to a win at the variable winning port where the total number does not exceed the specified number.

[0225] With a gaming machine of this configuration, when both the pre-exceed specific display and the post-exceed specific display are displayed during a specified period while the winning number notification performance is being executed, it is easy to distinguish between the pre-exceed specific display and the post-exceed specific display that are displayed, and the player can more reliably determine whether the total number of prize balls awarded during the player's advantageous period will exceed the specified number.

[0226] The gaming machine according to the invention A3 is The gaming machine according to invention A2, The special mode is a display mode in which a related display (first character image G203) indicating the predetermined number is added to the gaming machine.

[0227] With a gaming machine of this configuration, the associated display allows the player to easily understand that the total number of prize balls awarded during the player's advantageous period as a result of winning at a variable winning port linked to the specific display when the ball exceeds a predetermined number.

[0228] The gaming machine according to the invention A4 is A gaming machine according to any one of Inventions A1, A2, and A3, The performance execution means includes: This gaming machine is characterized in that at the end of the player advantageous period, it is possible to display the result regarding the total number during the player advantageous period (result display at the end of time-saving period (second total number of winning balls image G121A)).

[0229] According to a gaming machine of this configuration, when a result display is performed, it is possible to make the player aware of the total number of prize balls awarded during the player advantageous period at the end of that period. Then, when an excess specific display is displayed in a special game during that player advantageous period, it is possible to make the player aware that the total number of prize balls has reached a certain number (a predetermined number) before the result display is displayed. [Explanation of symbols]

[0230] 100...Main control unit 101...Game control microcomputer 120...Performance control unit (performance execution means) 121...Performance control microcomputer G121A…2nd total number of winning balls image (result display) G203…First character image (related display) PY1…Pachinko machine (amusement machine) Q…Character image (specific display) Q1…First character image (specific display) Q2...Second character image (specific display) Q3…Third character image (specific display) Q4…4th character image (specific display) Q5...5th character image (specific display) Q6...6th character image (specific display) Q7...7th character image (specific display) Q8...8th character image (specific display) Q9…9th character image (specific display) Q0…10th character image (specific display) Q1C…First circular character image (specific display) Q2C…Second circular character image (specific display) Q3C…Third circular character image (specific display) Q4C…4th circular character image (specific display) Q5C…5th circular character image (specific display) Q6C...6th circular character image (specific display) Q7C…7th circular character image (specific display) Q8C…8th circular character image (specific display) Q9C…9th circular character image (specific display) Q0C…10th circular character image (specific display) QC...Circular character image (specific display) Q1P…First star-shaped character image (specific display) Q2P…Second star-shaped character image (specific display) Q3P…Third star-shaped character image (specific display) Q4P…4th star-shaped character image (specific display) Q5P…5th star-shaped character image (specific display) Q6P…6th star-shaped character image (specific display) Q7P…7th star-shaped character image (specific display) Q8P…8th star-shaped character image (specific display) Q9P…9th star-shaped character image (specific display) Q0P…10th star-shaped character image (specific display) QP...Star-shaped character image (specific display) QPB...Top star-shaped character image (specific display, specific display when exceeded) Q1S…First rectangular character image (specific display) Q2S: Second rectangular character image (specific display) Q3S…Third rectangular character image (specific display) Q4S…4th rectangular character image (specific display) Q5S...5th rectangular character image (specific display) Q6S...6th rectangular character image (specific display) Q7S...7th rectangular character image (specific display) Q8S…8th rectangular character image (specific display) Q9S…9th rectangular character image (specific display) Q0S…10th rectangular character image (specific display) QS...Rectangular character image (specific display) QSB…First rectangular character image (specific display, specific display when exceeded)

Claims

1. A special game execution means capable of executing a special game in which a prize ball is awarded by winning into a variable winning port; a game state setting means for setting one of a plurality of game states including a normal game state, an advantageous game state which is more advantageous to a player than the normal game state, and a special game state which accompanies the execution of the special game; A performance execution means capable of executing a predetermined performance, The game state setting means includes: After the special gaming state, the advantageous gaming state may be set; The performance execution means includes: A winning number notification effect capable of notifying the number of winnings in the variable winning slots during a predetermined period during the special game can be executed by using a plurality of specific displays; A gaming machine characterized in that, when the total number of winning balls awarded during a player advantageous period in which the special game state and the advantageous game state occur in succession one or more times, exceeds a predetermined number during the execution of the special game, an excess special display, which is a special display linked to a win at the variable winning port where the total number exceeds the predetermined number, among the multiple special displays displayed during the predetermined period during the special game, is displayed in a special manner rather than a normal manner.

2. 2. The gaming machine according to claim 1, The performance execution means includes: When the exceedance specific display is displayed during the specified period, a post-excess specific display linked to a win at the variable win port after the total number exceeds the specified number can be displayed as the plurality of specific displays displayed during the specified period, A gaming machine characterized in that the design of the post-exceed specific display is different from the design of the pre-exceed specific display linked to a win at the variable winning port where the total number does not exceed the specified number.

3. 3. The gaming machine according to claim 2, The special mode is a display mode in which a related display indicating the predetermined number is added.

4. A gaming machine according to any one of claims 1 to 3, The performance execution means includes: A gaming machine characterized in that, at the end of the player advantageous period, a result display regarding the total number during the player advantageous period is executed.

Citation Information

Patent Citations

  • Game machine

    JP2019081028A