Game machine

By displaying prompt images in the game console, using the location, changes and timing of the images to increase the uncertainty of the game, the problem of insufficient entertainment in the existing game consoles is solved and the player's sense of participation and gaming experience is improved.

JP2025019795APending Publication Date: 2025-02-07SANSEI R&D KK
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Patent Information

Application Number
JP2023123616
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-28
Publication Date
2025-02-07

AI Technical Summary

Technical Problem

The lack of sufficient entertainment during the game process of existing gaming consoles leads to poor player experience.

Method used

By displaying prompt images in the game console, the location, changes and timing of the images are used to increase the uncertainty and interactivity of the game, and enhance the player's sense of participation and expectation.

Benefits of technology

It improves the entertainment and player participation of the game, making the game process more interesting and attractive.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of executing a performance that further enhances interest in a game.SOLUTION: In a game machine of the present invention, even though a "right shooting image (urging image)" is an image that encourages a right shooting, its display mode (display position, change mode, display timing, etc.) may suggest the "possibility of winning (possibility of occurrence)." In this way, it is possible to give a player a sense of surprise and enhance interest in a game. In addition, for a player who is trying to recognize the "possibility of winning", it is possible to realize a new game property that draws attention not only to the act of right shooting encouraged by the "right shooting image" but also to the display mode of the "right shooting image", making it possible to enhance interest in a game.SELECTED DRAWING: Figure 25
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Description

[Technical field]

[0001] The present invention relates to a gaming machine (pachinko machine) in which a game is played by shooting a gaming ball toward a gaming area formed on a gaming board. [Background technology]

[0002] There are known gaming machines in which a game is played by shooting a game ball toward a game area formed on a game board. In such gaming machines, when a predetermined granting condition is met, a bonus is awarded to a player. For example, there are gaming machines that perform a specific game (such as a jackpot game) in which, when a game ball enters a starting hole provided in the game area, identification information (such as a special pattern) is displayed in a variable manner (such as a jackpot pattern) and the variable ball entrance becomes ready for ball entry when the identification information is stopped and displayed in a specific manner (such as a jackpot pattern).

[0003] In such gaming machines, it is common to perform various effects. For example, in gaming machines that perform the above-mentioned specific games, during the variably displayed identification information, an effect is performed in which a character is displayed to suggest the possibility that the identification information will be displayed in a specific manner (Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2008-178756 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, the above-mentioned conventional techniques are well known to general players, and there is a problem in that they do not sufficiently increase the interest of players in playing games.

[0006] The present invention has been made to solve the above-mentioned problems, and has an object to provide a gaming machine capable of executing effects that further increase interest in gaming. [Means for solving the problem]

[0007] In order to solve at least a part of the above-mentioned problems, the gaming machine of the present invention adopts the following configuration. A gaming machine for playing a game using a gaming medium, A prompting image for prompting a player to perform a specific action can be displayed; The display mode of the prompting image can be used to suggest the possibility of a specific event occurring. It is characterized by:

[0008] In addition, the gaming machine of the present invention is The game is played by shooting a game ball toward a game area formed on a game board, The prompting image is an image that prompts the player to shoot the game ball so that it flows down a predetermined area. This may also be the case.

[0009] In addition, the gaming machine of the present invention is The display position of the prompt image can be used to suggest the possibility of the occurrence. This may also be the case.

[0010] In addition, the gaming machine of the present invention is The possibility of occurrence can be suggested by utilizing the change in the prompting image. This may also be the case.

[0011] In addition, the gaming machine of the present invention is The occurrence possibility can be suggested by utilizing the display timing of the prompt image. This may also be the case.

[0012] In addition, the gaming machine of the present invention is A specific image can be displayed in parallel with the prompt image, The positional relationship between the prompt image and the specific image can be used to suggest the possibility of occurrence. This may also be the case.

[0013] In addition, the gaming machine of the present invention is It is possible to perform an identification information change, which is a change display of the identification information, The suggestion of the occurrence possibility can be executed by utilizing the display mode of the prompt image in a mode based on the number of the identification information changes whose initiation is pending. This may also be the case.

[0014] In addition, the gaming machine of the present invention is It is possible to perform an identification information change, which is a change display of the identification information, The indication of the possibility of occurrence can be executed by utilizing the display mode of the prompt image in a mode based on the type of the identification information change whose initiation is pending. This may also be the case. Effect of the Invention

[0015] According to the present invention, it is possible to provide a presentation that further enhances interest in playing games. [Brief description of the drawings]

[0016] [Figure 1] FIG. 2 is a front view of the pachinko machine of the present embodiment. [Diagram 2] FIG. 2 is an explanatory diagram showing the surface configuration of the game board in this embodiment. [Diagram 3] 2 is a block diagram showing the configuration of a control circuit in the pachinko machine of the present embodiment. FIG. [Figure 4] FIG. 2 is an explanatory diagram showing the configuration of a segment display unit according to the present embodiment. [Diagram 5] An explanatory diagram showing the number of rounds of play in a jackpot game in this embodiment. [Figure 6] 1 is an explanatory diagram illustrating the display contents of the performance display device 41 of this embodiment. FIG. [Figure 7] 4 is a flowchart showing the game control processing executed by the CPU of the main control board in this embodiment. [Figure 8] An explanatory diagram conceptually showing the variation pattern selection table of this embodiment. [Figure 9]An explanatory diagram showing the types of variation pattern selection tables in this embodiment. [Figure 10] 4 is a flowchart showing the performance control processing executed by the CPU of the sub-control board in this embodiment. [Figure 11] 10 is an explanatory diagram showing the processing corresponding to a received command by the CPU of the sub-control board of this embodiment. FIG. [Figure 12] 13 is a flowchart showing the "remaining payout time display process" executed by the CPU of the sub-control board in this embodiment. [Figure 13] FIG. 13 is an explanatory diagram showing how the "remaining payout time image" in this embodiment is displayed. [Figure 14] 13 is an explanatory diagram showing another manner in which the "remaining payout time image" of this embodiment is displayed. FIG. [Figure 15] FIG. 13 is an explanatory diagram showing how the "remaining payout number image" of this embodiment is displayed. [Figure 16] 13 is a flowchart showing the "remaining payout time display process" executed by the CPU of the sub-control board of the first modified example. [Figure 17] 13 is a flowchart showing the "remaining payout time display process" executed by the CPU of the sub-control board of the modified example 2. [Figure 18] FIG. 13 is an explanatory diagram showing a display mode of the “remaining payout time image” in the modified example 2. [Figure 19] FIG. 13 is an explanatory diagram showing another display mode of the “remaining payout time image” in the modified example 2. [Figure 20] FIG. 2 is an explanatory diagram showing the start screen of a pachinko machine 1A. [Figure 21] 1 is an explanatory diagram showing the effects during a jackpot on pachinko machine 1A. FIG. [Figure 22] 1 is an explanatory diagram showing the confrontation presentation of pachinko machine 1A. FIG. [Figure 23] 1 is an explanatory diagram showing the winning and losing effects of pachinko machine 1A. FIG. [Figure 24] FIG. 2 is an explanatory diagram showing a right-hit image of the pachinko machine 1A. [Diagram 25] 1 is an explanatory diagram showing the "chance of winning" suggested by the display mode of the right-hit image of the pachinko machine 1A. FIG. [Figure 26] 1 is an explanatory diagram showing the display timing of a right-hit image of a pachinko machine 1A. FIG. [Figure 27] This is an explanatory diagram showing whether or not there is an indication of "possibility of winning" based on the display timing of the right-hit image of pachinko machine 1A, and the reliability of the "possibility of winning." [Figure 28] FIG. 2 is an explanatory diagram showing a first modified example of the pachinko machine 1A. [Figure 29] FIG. 2 is an explanatory diagram showing a first modified example of the pachinko machine 1A. [Diagram 30] FIG. 13 is an explanatory diagram showing a second modified example of the pachinko machine 1A. [Diagram 31] FIG. 13 is an explanatory diagram showing a second modified example of the pachinko machine 1A. [Diagram 32] FIG. 11 is an explanatory diagram showing a third modified example of the pachinko machine 1A. [Diagram 33] FIG. 11 is an explanatory diagram showing a fourth modified example of the pachinko machine 1A. [Diagram 34] FIG. 11 is an explanatory diagram showing a fifth modified example of the pachinko machine 1A. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] In order to clarify the above-mentioned contents of the present invention, an embodiment in which the present invention is applied to a type of pachinko machine (game machine) called a "Seven Machine" or a "Digipachi" will be described. In the embodiment, unless otherwise specified, the right side of the pachinko machine as viewed from the front will be referred to as the "right" and the left side will be referred to as the "left."

[0018] The following examples will be described in the following order. A. Pachinko machine configuration: A-1. Front side configuration: A-2. Game board configuration: A-3.Control circuit configuration: B. Game Contents: C. Game Control Processing: D. Production control processing: E. Remaining payment time display: F. Variations: F-1. Variation 1: F-2. Variation 2: G. Pachinko Machine 1A: G-1.Start screen: G-2. Big win performance: G-3. Right-handed image: G-4. Suggesting the possibility of winning using right-hand shot images: G-5. Variation 1 of Pachinko Machine 1A: G-6. Variation 2 of Pachinko Machine 1A: G-7. Variation 3 of Pachinko Machine 1A: G-8. Variation 4 of Pachinko Machine 1A: G-9. Variation 5 of Pachinko Machine 1A:

[0019] A. Pachinko machine configuration: A-1. Front side configuration: FIG. 1 is a front view of a pachinko machine 1 of this embodiment. As shown in FIG. 1, a front frame 4 is provided on the front part of the pachinko machine 1. One end (the left side in FIG. 1) of the front frame 4 is pivotally supported relative to the middle frame 3. A game board 20 (see FIG. 2) is detachably attached to the front side of the middle frame 3, and when the front frame 4 is pivoted (opened) toward the front side of the pachinko machine 1 relative to the middle frame 3, the game board 20 is exposed. One end (the left side in FIG. 1) of the middle frame 3 is pivotally supported relative to the main frame 2. The main frame 2 is a substantially rectangular frame formed by assembling wooden plate-like members, and forms the outer frame of the pachinko machine 1.

[0020] A window 4a is formed in the approximate center of the front frame 4, and a transparent plate 4b such as a glass plate is fitted into this window 4a. A player can view the game area of ​​the game board 20 located at the back side through the window 4a (transparent plate 4b). A small window 4c is formed at the lower right of the window 4a in the front frame 4, and a transparent plate 4d such as a synthetic resin plate is fitted into this small window 4c. A player can view the segment display unit of the game board 20 located at the back side through the small window 4c (transparent plate 4d). The segment display unit is a display unit that displays information related to the game by a combination of multiple LEDs, which will be described in detail later.

[0021] An upper lamp 5a is provided above the window 4a in the front frame 4, a right side lamp 5b is provided on the right side of the periphery of the window 4a, and a left side lamp 5c is provided on the left side of the periphery of the window 4a. Upper speakers 6a are provided above the left and right sides of the window 4a in the front frame 4, and a lower speaker 6b is provided on the front surface of the lower part of the main body frame 2. The upper lamp 5a, right side lamp 5b, left side lamp 5c, upper speaker 6a, and lower speaker 6b are driven to enhance the presentation effects in the game.

[0022] An upper tray section 7 is provided below the window section 4a in the front frame 4. The upper tray section 7 stores game balls dispensed via the card unit 242 (see FIG. 3) and game balls paid out from the pachinko machine 1. A lower tray section 8 is provided below the upper tray section 7, and stores game balls dispensed in excess of the capacity of the upper tray section 7 and game balls paid out in excess of the capacity of the upper tray section 7.

[0023] A launch handle 9 is provided to the right of the lower tray 8 on the front frame 4. The rotation axis of the launch handle 9 is connected to a launcher unit 261 (see FIG. 3) mounted on the rear side of the launch handle 9. Game balls stored in the upper tray 7 are supplied to this launcher unit 261. When a player rotates the launch handle 9, the rotation is transmitted to the launcher unit 261, which rotates a launch motor built into the launcher unit 261, and launches game balls with strength according to the rotation angle.

[0024] Additionally, an effect button 10a that can be pressed by the player is provided on the edge of the upper tray 7, and a jog shuttle 10b that can be pressed or rotated (rotated) by the player is provided on the left side of the lower tray 8. These effect buttons 10a and jog shuttle 10b are both effect operation units (operation units) operated by the player, and when operated by the player when a predetermined condition is met, a predetermined game effect is performed.

[0025] A-2. Game board configuration: FIG. 2 is an explanatory diagram showing the surface configuration of the game board 20. As described above, the game board 20 is detachably attached to the front side of the middle frame 3. As shown in FIG. 2, a substantially circular game area 21 is formed in the center of the game board 20. Game balls launched from the launcher unit 261 (see FIG. 3) are released into the game area 21 through between the outer rail 22 and the inner rail 23, and flow down from the top to the bottom of the game area 21. The game area 21 is visible to the player through the window portion 4a of the front frame 4, so naturally, the game balls flowing down the game area 21 can also be seen by the player through the window portion 4a.

[0026] A performance opening 40, which is an opening with a decorated periphery, is provided in the approximate center of the play area 21, and a performance display device 41 made of a liquid crystal display is provided behind this performance opening 40. Various images for performance can be displayed on the display screen of the performance display device 41, and the player can view the display screen of the performance display device 41 through the performance opening 40.

[0027] Below the performance opening 40 (performance display device 41) in the game area 21, there is provided a first starting hole 24, which is a starting hole whose size is invariable (constant) and through which game balls can always enter. Game balls that enter the first starting hole 24 are guided to the back side of the game board 20 through a passage provided inside. A first starting hole sensor 24s (see FIG. 3) is provided in the internal passage of the first starting hole 24, and it is possible to detect game balls that enter the first starting hole 24.

[0028] In addition, below the first starting hole 24 in the game area 21, a second starting hole 25 is provided as a ball entry hole (starting hole) in which the possibility of a game ball entering the hole changes. That is, the second starting hole 25 has an opening and closing door 26 that can be rotated in the front and rear directions of the pachinko machine 1, and can be changed between a closed state in which the opening and closing door 26 is substantially upright and the game ball cannot enter (or is difficult to enter), and an open state in which the opening and closing door 26 is rotated to the front side of the pachinko machine 1 and the game ball can enter (or is easy to enter). In FIG. 2, the second starting hole 25 is shown in an open state. The game ball that enters the second starting hole 25 is guided to the back side of the game board 20 through a passage provided inside. A second starting hole sensor 25s (see FIG. 3) is provided in the passage inside the second starting hole 25, and the game ball that enters the second starting hole 25 can be detected.

[0029] In addition, a normal pattern activation gate 27 is provided to the right of the performance opening 40 (performance display device 41) in the game area 21, and a gate sensor 27s (see Figure 3) that detects the passage of a game ball is provided inside the normal pattern activation gate 27.

[0030] In addition, a large, substantially rectangular-shaped large prize winning hole 28 (variable ball winning hole) is provided to the right of the first starting hole 24 in the game area 21. The large prize winning hole 28 has an opening / closing door 29 that can be rotated in the front-rear direction of the pachinko machine 1, and can be changed between a closed state in which the opening / closing door 29 is substantially upright and game balls cannot enter, and an open state (ball-entering state) in which the opening / closing door 29 is rotated to the front side of the pachinko machine 1 and game balls can enter. FIG. 2 shows the large prize winning hole 28 in an open state. The game ball that enters the large prize winning hole 28 is guided to the back side of the game board 20 through a passage provided inside. A large prize winning hole sensor 28s (see FIG. 3) is provided in the passage inside the large prize winning hole 28, and can detect the game ball that enters the large prize winning hole 28.

[0031] In addition, around each of the above-mentioned gaming devices, there are provided a general ball entry port 30 through which gaming balls can enter, a windmill-shaped wheel 31 that affects the flow path of the gaming balls, and a number of obstacle nails (not shown). In addition, two outlets 33 are provided at the bottom of the gaming area 21, below the left and below the right of the second start port 25, and gaming balls that do not enter any of the above-mentioned first start port 24, second start port 25, big prize port 28, or general ball entry port 30 are discharged from the outlets 33 to the back side of the gaming board 20.

[0032] The first starting gate 24 mentioned above can be entered by a game ball flowing down the area to the left of the performance opening 40 (performance display device 41). In contrast, the second starting gate 25, the normal symbol activation gate 27, and the big prize opening 28 can be entered (or passed) by a game ball flowing down the area to the right of the performance opening 40 (performance display device 41). Hereinafter, launching a game ball so that it flows down the area to the left of the performance opening 40 (performance display device 41) is also referred to as a "left hit," and launching a game ball so that it flows down the area to the right of the performance opening 40 (performance display device 41) is also referred to as a "right hit." In the pachinko machine 1 of this embodiment, when a game ball enters either the first start port 24, the second start port 25, or the general ball entry port 30, three game balls are paid out to the player, and when a game ball enters the big prize port 28, ten game balls are paid out to the player.

[0033] A segment display unit 50 that displays information related to the game using a combination of LEDs is provided at the lower right of the game area 21 on the game board 20. The segment display unit 50 can be seen by the player through a small window 4c (see FIG. 1) provided in the front frame 4. The detailed display content of the segment display unit 50 will be explained in the "B. Game Content" section below.

[0034] A-3. Control circuit configuration: Next, the configuration of the control circuit in the pachinko machine 1 of this embodiment will be described. Figure 3 is a block diagram showing the configuration of the control circuit in the pachinko machine 1 of this embodiment. As shown in the figure, the control circuit of the pachinko machine 1 is composed of many control boards, various boards, relay terminal boards, etc. In detail, it is composed of a main control board 200 that controls the basic progress of the game, a sub-control board 220 that controls the performance of the game, an image sound control board 230 that controls the display of images and the output of sounds under the control of the sub-control board 220, a lamp control board 226 that controls the light emission of lamps under the control of the sub-control board 220, a payout control board 240 that controls the lending and payout of game balls, and a launch control board 260 that controls the launch of game balls. These control boards are configured with various peripheral LSIs interconnected by buses, such as CPUs (CPUs 201, 221, 231, etc. in FIG. 3) that perform various logical operations and calculation operations, ROMs (ROMs 202, 222, 232, etc. in FIG. 3) that store various programs and data to be executed by the CPU, RAMs (203, 223, 233, etc. in FIG. 3) that store temporary data by the CPU when executing a program, and input / output circuits.

[0035] The main control board 200 is connected to a first start port sensor 24s that detects a game ball that has entered the first start port 24, a second start port sensor 25s that detects a game ball that has entered the second start port 25, a big prize port sensor 28s that detects a game ball that has entered the big prize port 28, and a gate sensor 27s that detects a game ball that passes through a normal symbol operation gate. When a detection signal of a game ball is input from the first start port sensor 24s, the second start port sensor 25s, the big prize port sensor 28s, the gate sensor 27s, or the like, the CPU 201 of the main control board 200 transmits a command corresponding to the sensor that has received the detection signal to the sub-control board 220, the payout control board 240, the launch control board 260, or the like.

[0036] Also connected to the main control board 200 are a start port solenoid 26m for opening and closing the opening door 26 provided in the second start port 25 (for opening and closing the second start port 25), a large prize port solenoid 29m for opening and closing the opening door 29 provided in the large prize port 28 (for opening and closing the large prize port 28), a segment display unit 50, and the like. The CPU 201 of the main control board 200 controls these operations by transmitting drive signals to the start port solenoid 26m, the large prize port solenoid 29m, and the segment display unit 50.

[0037] The sub-control board 220 is connected to an image / sound control board 230, a lamp control board 226, and a performance operation board 228. When the CPU 221 of the sub-control board 220 receives various commands from the main control board 200, it analyzes the contents of the commands and performs a game performance according to the contents. That is, it performs a game performance by transmitting a command specifying an output image or an output sound to the image / sound control board 230 and transmitting a command specifying an emission pattern of the upper lamp 5a, the right side lamp 5b, and the left side lamp 5c (hereinafter also referred to as "various lamps 5a to 5c") to the lamp control board 226. In addition, when the CPU 221 of the sub-control board 220 detects a player's operation of the performance button 10a or the jog shuttle 10b (performance operation unit 10a, 10b) via the performance operation board 228, it performs a game performance corresponding to the operation.

[0038] The image and sound control board 230 includes a CPU 231, a ROM 232, a RAM 233, a VDP 234, an image ROM 236, and an audio ROM 237. The image and sound control board 230 is also connected to a performance display device 41, an amplifier board 224 for amplifying audio, and the like.

[0039] When the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it instructs the VDP 234 to display an image corresponding to the command. The VDP 234 reads image data (e.g., sprite data or video data) used to display the instructed image from the image ROM 236, generates an image, and outputs it to the display screen of the performance display device 41. When the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it reads audio data corresponding to the command from the audio ROM 237, and outputs audio based on the audio data from the upper speaker 6a and lower speaker 6b (hereinafter also referred to as "various speakers 6a, 6b") via the amplifier board 224.

[0040] The payout control board 240 is connected to a ball lending button 241 (not shown in FIG. 1) provided on the upper tray 7, a card unit 242 arranged in parallel with the pachinko machine 1, a payout motor 243, and the like. When the ball lending button 241 is operated, this signal is transmitted to the card unit 242 via the payout control board 240. The card unit 242 drives the payout motor 243 to lend game balls while communicating data with the payout control board 240. Also, when a payout command instructing the payout of game balls is received from the main control board 200, the payout motor 243 is driven to pay out the game balls.

[0041] In addition, a launch control board 260 is connected to the payout control board 240, and a launch device unit 261 having a launch motor 262 for launching game balls and a touch switch 263 for detecting that a player is touching the launch handle 9 is connected to the launch control board 260. When the launch control board 260 detects that a player is touching the launch handle 9 via the touch switch 263, it drives the launch motor 262 to launch game balls with a strength according to the rotation angle of the launch handle 9.

[0042] B. Game Contents: In the pachinko machine 1 of this embodiment, the game proceeds as follows. When the launch handle 9 is rotated with game balls stored in the upper tray 7, the game balls stored in the upper tray 7 are supplied one by one to the launch unit 261 and launched into the game area 21 described above with reference to FIG. 2. The strength with which the game balls are launched corresponds to the rotation angle of the launch handle 9, so the player can make the game balls flow down to the desired area by changing the rotation angle of the launch handle 9. For example, the game balls can be launched so that they flow down the area to the left of the performance opening 40 (performance display device 41) (by hitting left), or the game balls can be launched so that they flow down the area to the right of the performance opening 40 (performance display device 41) (by hitting right).

[0043] <Special pattern change display> As described above with reference to FIG. 2, a game ball hit from the left can enter the first starting hole 24. When a game ball hit from the left enters the first starting hole 24 and the entered game ball is detected by the first starting hole sensor 24s, a predetermined judgment random number (such as a jackpot judgment random number described later) is obtained, and a jackpot judgment is performed to determine whether the game is a jackpot or a miss based on the judgment random number. Then, based on the result of this jackpot judgment, a first special pattern (hereinafter also referred to as the "first special pattern") is displayed in a variable manner and then stopped. Also, as described above with reference to FIG. 2, a game ball hit from the right can enter the second starting hole 25. When a game ball hit from the right enters the second starting hole 25 and the entered game ball is detected by the second starting hole sensor 25s, a predetermined judgment random number (such as a jackpot judgment random number described later) is obtained, and a jackpot judgment is performed to determine whether the game is a jackpot or a miss based on the judgment random number. Then, based on the result of this big win judgment, the second special symbol (hereinafter also referred to as "second special symbol") is displayed variably and then stopped. Here, the first special symbol and the second special symbol will be explained.

[0044] FIG. 4 is an explanatory diagram showing an enlarged view of the segment display section 50. As described above, the segment display section 50 is provided at the lower right of the play area 21 on the game board 20 (see FIG. 2), and the player can view the segment display section 50 through the small window section 4c (see FIG. 1) of the front frame 4. As shown in FIG. 4, the segment display section 50 is provided with a first special symbol display section 51 for displaying the first special symbol and a second special symbol display section 52 for displaying the second special symbol, and eight LEDs are arranged in each of these display sections. The first special symbol and the second special symbol (hereinafter, when there is no particular distinction between them, they are collectively referred to as "special symbols") are displayed variably by switching the LEDs that are turned on among the eight LEDs in each display section, and are displayed stationary by turning on a predetermined LED among the eight LEDs. In the pachinko machine 1 of this embodiment, 101 types of symbols, ie, jackpot symbols 1-100 and miss symbol 101, can be stopped and displayed as the first special symbols, and 101 types of symbols, ie, jackpot symbols 201-300 and miss symbol 301, can be stopped and displayed as the second special symbols. In addition, the types of symbols can be identified by the difference in the combination of lit LEDs.

[0045] If the result of the jackpot determination based on the game ball entering the first starting hole 24 (hereinafter also referred to as the "jackpot determination for the first special chart") is a jackpot, the first special chart is displayed as one of the jackpot patterns 1 to 100, and if the result of the jackpot determination for the first special chart is a miss, the first special chart is displayed as a miss pattern 101. Also, if the result of the jackpot determination based on the game ball entering the second starting hole 25 (hereinafter also referred to as the "jackpot determination for the second special chart") is a jackpot, the second special chart is displayed as one of the jackpot patterns 201 to 300, and if the result of the jackpot determination for the second special chart is a miss, the second special chart is displayed as a miss pattern 301. When the special symbol (first or second special symbol) is thus displayed as a winning symbol or a losing symbol, the display maintains the state of the symbol being frozen until a predetermined time has elapsed in order to confirm the symbol (hereinafter also referred to as "confirmed display"). When either the first or second special symbol is displayed as a winning symbol (confirmed display), a winning game, which will be described later, begins. Hereinafter, the game from when the special symbol starts to change and when the change display ends due to the passage of a predetermined change time, and the special symbol is confirmed and displayed as a winning symbol or a losing symbol, that is, the game until the result of one change display is obtained, is also referred to as "symbol change game".

[0046] <Special design reserved> When the game ball enters the first starting hole 24, as described above, the jackpot determination and the change display for the first special chart are performed, but these jackpot determination and change display are not performed immediately after the game ball enters the first starting hole 24, but the acquired judgment random number is temporarily stored as the first special chart reservation. Then, when a predetermined condition is established, the jackpot determination and the change display of the first special chart are performed based on the stored first special chart reservation. Such first special chart reservations are stored with an upper limit of four. The number of stored first special chart reservations (number of first special chart reservations) is displayed on the first special chart reservation display section 53 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are arranged in the first special chart reserved display unit 53, and in this first special chart reserved display unit 53, one of the two LEDs is turned on to indicate that the number of first special charts reserved is one, two LEDs are turned on to indicate that the number of first special charts reserved is two, one LED is flashed to indicate that the number of first special charts reserved is three, and two LEDs are flashed to indicate that the number of first special charts reserved is four.

[0047] Also, when the game ball enters the second starting hole 25, as described above, the jackpot determination and the variable display of the second special chart are performed, but these jackpot determination and variable display are not performed immediately after the game ball enters the second starting hole 25, but the acquired judgment random number is temporarily stored as the second special chart reservation. Then, when a predetermined condition is established, the jackpot determination and the variable display of the second special chart are performed based on the stored second special chart reservation. Such second special chart reservations are also stored with an upper limit of four. The number of stored second special chart reservations (number of second special chart reservations) is displayed on the second special chart reservation display section 54 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are also arranged in the second special chart reserved display unit 54, and in this second special chart reserved display unit 54, one of the two LEDs is turned on to indicate that the number of second special charts reserved is one, two LEDs are turned on to indicate that the number of second special charts reserved is two, one LED is flashing to indicate that the number of second special charts reserved is three, and two LEDs are flashing to indicate that the number of second special charts reserved is four.

[0048] In the pachinko machine 1 of this embodiment, even if the first special symbol reservation or the second special symbol reservation is stored during the variable display of any special symbol, during the fixed display of any special symbol, or during the jackpot game described later, the jackpot judgment and the variable display for these reservations are not performed. In addition, when only the first special symbol reservation is stored among the first special symbol reservation and the second special symbol reservation, the jackpot judgment and the variable display for the first special symbol reservation stored first are performed, but when the second special symbol reservation is stored, the jackpot judgment and the variable display for the second special symbol reservation stored first are performed regardless of whether the first special symbol reservation is stored or not. In other words, the second special symbol is displayed in preference to the first special symbol (has a so-called priority variable function for the second special symbol). In addition, in this specification, when the first special symbol reservation and the second special symbol reservation are not particularly distinguished from each other, they are also collectively referred to as "special symbol reservation".

[0049] <Normal symbol variation display, normal symbol winning game> As described above with reference to FIG. 2, the normal symbol operation gate 27 allows a game ball hit to pass through it when it is hit to the right. When the game ball hit to the right passes through the normal symbol operation gate 27 and is detected by the gate sensor 27s, a predetermined judgment random number (a normal symbol hit judgment random number described later) is obtained, and a normal symbol hit judgment is performed to judge whether the normal symbol hits or misses based on the judgment random number. Then, based on the result of this normal symbol hit judgment, the normal symbol is displayed in a variable manner and then displayed as a stop. As shown in FIG. 4, the segment display unit 50 is provided with a normal symbol display unit 56 that displays normal symbols, and two LEDs are arranged in the normal symbol display unit 56. The normal symbol is displayed in a variable manner by switching the LED that is turned on among the two LEDs in the normal symbol display unit 56, and is displayed as a stop by turning on a predetermined LED among the two LEDs. In the pachinko machine 1 of this embodiment, two types of patterns can be displayed as normal patterns: a normal winning pattern in which the left LED of the two LEDs is lit, and a normal losing pattern in which the right LED is lit. If the result of the normal winning judgment is a normal winning pattern, the normal pattern is displayed as a normal winning pattern, and if the result of the normal winning judgment is a normal losing pattern, the normal pattern is displayed as a normal losing pattern. When the normal pattern is displayed as a winning pattern or a losing pattern in this way, a display (confirmation display) is performed in which the pattern is displayed as a stopped pattern until a predetermined time has elapsed in order to confirm the pattern displayed as a stopped pattern. Then, when the normal pattern is displayed as a normal winning pattern, a normal winning game is performed in which the second starting hole 25 is opened and then closed.

[0050] <Reserved normal design> When the game ball passes through the normal symbol operation gate 27, a normal symbol hit judgment and a normal symbol variation display are performed, but these normal symbol hit judgment and variation display are not performed immediately after the game ball passes through the normal symbol operation gate 27, but the acquired judgment random number is temporarily stored as a normal symbol reserve. Then, when a predetermined condition is met, a normal symbol hit judgment and a normal symbol variation display are performed based on the stored normal symbol reserve. Such normal symbol reserves are also stored with an upper limit of four. The number of stored normal symbol reserves (normal symbol reserve number) is displayed on the normal symbol reserve display unit 57 of the segment display unit 50. That is, as shown in FIG. 4, two LEDs are arranged on the normal symbol reserve display unit 57, and in this normal symbol reserve display unit 57, one of the two LEDs is turned on to indicate that the number of normal symbols is one, two LEDs are turned on to indicate that the number of normal symbols is two, one LED is blinking to indicate that the number of normal symbols is three, and two LEDs are blinking to indicate that the number of normal symbols is four. In addition, in the pachinko machine 1 of this embodiment, if a regular symbol reserve is stored, unless the regular symbol variation display is in progress, the regular symbol confirmation display is in progress, or a regular symbol winning game is in progress, a regular symbol winning judgment and regular symbol variation display will be performed for the regular symbol reserve that was stored first.

[0051] <Game Status> Here, in the pachinko machine 1 of this embodiment, a "game state related to the probability of being determined as a jackpot in the jackpot judgment" and a "game state related to the frequency of game balls entering the second starting hole 25" are appropriately set. Of these, the "game state related to the probability of being determined as a jackpot in the jackpot judgment" is set to a "low probability state in which the probability of being determined as a jackpot in the jackpot judgment is low (probability of 1 in 300)" or a "high probability state in which the probability of being determined as a jackpot in the jackpot judgment is high (probability of 1 in 150)". In addition, the "game state related to the frequency of game balls entering the second starting hole 25" is set to a "non-electric support state in which the frequency of game balls entering the second starting hole 25 is low" or an "electric support state in which the frequency of game balls entering the second starting hole 25 is high". The above-mentioned "game state related to the probability of a jackpot being determined in a jackpot judgment" and the "game state related to the frequency of game balls entering the second starting hole 25" are set simultaneously, and the game state of the pachinko machine 1 in this embodiment may be set to a low probability state and a non-electric support state (hereinafter also referred to as the "normal state"), or may be set to a high probability state and an electric support state (hereinafter also referred to as the "ST state").

[0052] <Jackpot Game> When the first or second special symbol is stopped and displayed with any of the jackpot symbols, a jackpot game is started in which the jackpot opening 28 is opened and a round game is played multiple times (2 times, 8 times, 16 times). As described above with reference to FIG. 2, a game ball shot from the right can enter the jackpot opening 28, so a right shot is performed during the jackpot game.

[0053] In the pachinko machine 1 of this embodiment, different types of jackpot games can be played depending on the type of jackpot symbol that is stopped and displayed. That is, as shown in Fig. 5(a), when the game state is "normal state", if the first special symbol is stopped and displayed with jackpot symbol 1-50 or the second special symbol is stopped and displayed with jackpot symbol 201-250 (50% probability when the jackpot symbol is stopped and displayed), 8 rounds of play are played, and a jackpot game (hereinafter also referred to as "8R normal win") in which the game state after the jackpot game ends is set to "normal state" is played.

[0054] In contrast, when the game state is "normal state" and the first special chart is stopped and displayed with a jackpot pattern of 51 to 100 or the second special chart is stopped and displayed with a jackpot pattern of 251 to 300 (with a 50% probability when a jackpot pattern is stopped and displayed), eight rounds of play are played, and a jackpot game (hereinafter also referred to as "8R high probability hit") is played in which the game state after the jackpot game ends is set to the "ST state."

[0055] On the other hand, as shown in FIG. 5(b), when the game state is "ST state", if the first special chart is stopped and displayed with the jackpot pattern 1 to 60 or the second special chart is stopped and displayed with the jackpot pattern 201 to 260 (with a 60% probability when the jackpot pattern is stopped and displayed), 16 rounds of play are played, and a jackpot game (hereinafter also referred to as "16R high probability hit") is played in which the game state after the jackpot game ends is set to "ST state".

[0056] In contrast, when the game state is "ST state" and the first special chart is stopped and displayed with a jackpot pattern 61-100 or the second special chart is stopped and displayed with a jackpot pattern 261-300 (with a 40% probability when a jackpot pattern is stopped and displayed), 16 rounds of play are played, and a jackpot game (hereinafter also referred to as "16R normal win") is played in which the game state after the jackpot game ends is set to the "normal state."

[0057] In the "ST state", the probability of being determined as a jackpot in the jackpot judgment is higher than in the "normal state", and the frequency of game balls entering the second starting hole 25 is higher, so naturally, the player can expect that a jackpot game in which the "ST state" is set will be played. In addition, one round game ends when 10 game balls enter (10 counts) or when 30 seconds have passed, so in most cases, 100 game balls (10 counts x 10 payouts) are paid out in one round game. Therefore, naturally, a jackpot game with a large number of round games will pay out more game balls to the player than a jackpot game with a small number of round games. Therefore, the player can expect that a jackpot game with a large number of round games will be played. This can be interpreted as being possible to play multiple jackpot games (specific games) with different degrees of advantage for the player.

[0058] When the "normal state" is set after the end of a jackpot game (when an 8R normal hit or a 16R normal hit is made), the "normal state" is set continuously until the next jackpot game is started. In contrast, when the "ST state" is set after the end of a jackpot game (when an 8R highly likely hit or a 16R highly likely hit is made), the "ST state" is set continuously until the next jackpot game is played, or until the pattern change game (variable display of special patterns) is played 200 times without a jackpot game being played. In this specification, the number of pattern change games (here, 200 times) in which the "ST state" is set continuously when no jackpot game is played is also referred to as the "ST number of times," and the setting of the "ST state" with the "ST number of times" of 200 times is also referred to as "the ST number of times is set to 200 times."

[0059] During the execution of the jackpot game described above, the type of jackpot game being executed (number of rounds) is displayed on the round display section 55 of the segment display section 50. That is, as shown in Fig. 4, three LEDs are arranged on the round display section 55, and among the three LEDs, the left LED is lit to indicate that an "8R normal win" or an "8R highly likely win" is being executed, and the right LED is lit to indicate that a "16R normal win" or a "16R highly likely win" is being executed.

[0060] In addition, the segment display unit 50 is provided with an electric support display unit 58 that indicates that the above-mentioned "electric support state (ST state)" is being set. That is, as shown in FIG. 4, the electric support display unit 58 has three LEDs arranged therein, and while the "electric support state (ST state)" is being set, the three LEDs are lit to indicate that the "electric support state (ST state)" is being set. Also, as shown in FIG. 4, the segment display unit 50 is provided with a right-hit display unit 59 that indicates that a right hit is to be performed. During the "electric support state (ST state)", the frequency of game balls entering the second starting hole 25 is high, and the second starting hole 25 can receive game balls hit from the right, so that it is beneficial for the player to perform a right hit during the "electric support state (ST state)" setting. Also, since the big winning hole 28 can also receive game balls hit from the right, it is beneficial for the player to perform a right hit during a big win game. Therefore, during the setting of the "electric support state (ST state)" and during a jackpot game, the two LEDs arranged in the right-hit display unit 59 are turned on to indicate that a right-hit is to be performed.

[0061] <Display contents of the performance display device 41> The progress of the game as described above is mainly performed by the CPU 201 of the main control board 200. In the pachinko machine 1 of this embodiment, in accordance with the progress of the game as described above, a performance is performed in which various images are displayed on the performance display device 41. Such a performance is mainly performed by the CPU 221 of the sub-control board 220.

[0062] For example, the performance display device 41 performs a performance (hereinafter also referred to as "pattern change performance") in accordance with the variable display (pattern change game) of the first or second special symbol. That is, in synchronization with the start timing of the variable display (pattern change game) of the special symbol (first or second special symbol), the performance display device 41 starts the variable display of the three identification symbols 41a, 41b, 41c. After that, the variable display of the identification symbols 41a, 41b, 41c is performed in various modes until the variable time of the special symbol has elapsed. Then, in synchronization with the end timing of the variable display of the special symbol (stop display of the special symbol), the variable display of the identification symbols 41a, 41b, 41c ends. In the pachinko machine 1 of this embodiment, it is possible to display symbols designed with nine numbers from "1" to "9" as identification symbols.

[0063] FIG. 6(a) conceptually shows three identification symbols 41a, 41b, 41c changing and displaying at the same time. When a predetermined time has elapsed since the changing display started, for example, the left identification symbol 41a is first displayed as a stopped symbol, then the right identification symbol 41c is displayed as a stopped symbol, and finally the center identification symbol 41b is displayed as a stopped symbol. The combination of the three identification symbols 41a, 41b, 41c displayed as a stopped symbol on the performance display device 41 is configured to correspond to the special symbol (first special symbol or second special symbol) displayed as a stopped symbol on the first special symbol display unit 51 or the second special symbol display unit 52 described above. For example, when the first special symbol or the second special symbol is displayed as a jackpot symbol, the three identification symbols 41a, 41b, 41c on the performance display device 41 are displayed as a symbol combination of the same symbol (hereinafter also referred to as "double numbers"). In addition, when the first or second special symbol is displayed as a miss symbol, the three identification symbols 41a, 41b, and 41c are displayed as a combination of symbols that are not the same (hereinafter also referred to as "variable symbols"). The identification symbols 41a, 41b, and 41c that are displayed as stopped are displayed (confirmed) until the fixed display time of the special symbol has elapsed.

[0064] In this way, the display contents of the special symbol displayed on the first special symbol display unit 51 or the second special symbol display unit 52 and the three identification symbols 41a, 41b, and 41c displayed on the performance display device 41 correspond to each other, and when the special symbol being displayed in a variable manner is stopped, the three identification symbols 41a, 41b, and 41c are also stopped. Moreover, as shown in Fig. 2, the performance display device 41 is provided in a more conspicuous position than the first special symbol display unit 51 or the second special symbol display unit 52 (segment display unit 50), and the display screen is large and the display contents are easy to understand, so that the player usually plays the game while looking at the screen of the performance display device 41. Therefore, as shown in Fig. 6(b), if the left identification symbol 41a and the right identification symbol 41c displayed as stopped first on the display screen of the effect display device 41 are the same symbol, the middle identification symbol 41b displayed as stopped last will also stop as the same symbol, and the player will focus on the changing display of the identification symbols (pattern changing effect) wondering if "the big win game will start." In this way, the effect performed in the state where two identification symbols (identification symbols excluding one of the multiple identification symbols) are stopped as the same symbol (in a manner that can be a double number) and the last identification symbol (one identification symbol) is changed and displayed is called "reach effect," and it is possible to increase the interest in the game by generating this reach effect.

[0065] In addition, a first reserved display area 41d for indicating the reserved number of first special charts and a second reserved display area 41e for indicating the reserved number of second special charts are set at the bottom of the display screen of the performance display device 41. In the pachinko machine 1 of this embodiment, the first reserved number of special charts (maximum number is 4) is indicated by displaying the same number of "reserved patterns (small circular patterns in the figure)" as the reserved number of first special charts in the first reserved display area 41d, and the second reserved number of special charts is indicated by displaying the same number of "reserved patterns" as the reserved number of second special charts (maximum number is 4) in the second reserved display area 41e. Therefore, in the example shown in FIG. 6, it is indicated that the reserved number of first special charts is 4, and the reserved number of second special charts is 4. It should be noted that the reserved number indicated by the reserved patterns displayed on the display screen of the performance display device 41 coincides with the reserved number indicated in the first special chart reserved display area 53 and the second special chart reserved display area 54 of the segment display unit 50.

[0066] C. Game control processing: 7 is a flowchart showing an outline of the game control process performed by the CPU 201 of the main control board 200 as control related to the progress of the game. The game control process is performed by the CPU 201 of the main control board 200 based on a timer interrupt that occurs at a predetermined cycle (for example, every 4 ms). The game progress control process performed by the CPU 201 of the main control board 200 will be explained below according to the flowchart. Note that in the following explanation, explanations of well-known processes such as the initialization process of the CPU 201, the interrupt prohibition process, and the interrupt permission process will be omitted.

[0067] <Output processing> As shown in Fig. 7, when the CPU 201 of the main control board 200 starts the game control process, it first performs the output process (S100). In the pachinko machine 1 of this embodiment, in various processes described later, various commands to be sent to various control boards including the sub-control board 220 are stored in an output buffer secured in the RAM 203. In the output process (S100), the various commands stored in the output buffer in this way are sent to the various control boards. By doing so, for example, the sub-control board 220 controls the presentation in accordance with the progress of the game, and the payout control board 240 drives the payout motor 243 to pay out game balls.

[0068] <Input processing> The CPU 201 of the main control board 200 then performs input processing (S200). As described above, in the pachinko machine 1 of this embodiment, when a game ball enters the first start hole 24, the second start hole 25, or the general ball entry hole 30, three game balls are paid out, and when a game ball enters the big prize entry hole 28, ten game balls are paid out. In the input processing (S200), the sensors that detect these ball entries (the first start hole sensor 24s, the second start hole sensor 25s, the big prize entry hole sensor 28s, etc.) determine whether or not a game ball has been detected. As a result, when a game ball has been detected, a payout command indicating the number of game balls to be paid out is stored in the output buffer described above. The payout command stored in the output buffer in this way is transmitted to the payout control board 240 in the next output processing (S100).

[0069] <Random number update process> The CPU 201 of the main control board 200 then performs a random number update process (S300). As described above, in the pachinko machine 1 of this embodiment, the jackpot determination and the normal jackpot determination are performed based on a predetermined determination random number. In detail, the jackpot determination is performed based on the "jackpot determination random number", and the normal jackpot determination is performed based on the "normal jackpot determination random number". In addition, the variable display of the special symbol in the pachinko machine 1 of this embodiment is performed based on a variable pattern to be described later, and this variable pattern is selected based on a "variation pattern selection random number". In addition, in the pachinko machine 1 of this embodiment, when the jackpot determination result is a jackpot, one of 100 types of jackpot symbols (jackpot symbols 1 to 100 or jackpot symbols 201 to 300) is stopped and displayed, and the type of this jackpot symbol is selected based on a "symbol selection random number". In the random number update process (S300), these random numbers are updated. In addition, these random numbers may be updated not only in the random number update process (S300) but also during the period from the end of the game control process to the start of the next game control process (the next timer interrupt). Also, a dedicated circuit for updating random numbers may be provided, and the random numbers may be updated by this dedicated circuit.

[0070] <Start port etc. sensor detection processing> The CPU 201 of the main control board 200 then performs a start port etc. sensor detection process (S400). In this start port etc. sensor detection process (S400), a process for storing the normal symbol reservation, the first special symbol reservation, and the second special symbol reservation is performed. That is, the CPU 201 of the main control board 200 first judges whether the game ball has passed through the normal symbol activation gate 27 based on the detection result of the gate sensor 27s. As a result, if the game ball has passed through the normal symbol activation gate 27, it judges whether the number of normal symbol reservations has reached the upper limit of four. Then, if the number of normal symbol reservations has not reached four, it acquires a normal symbol hit determination random number and stores the normal symbol hit determination random number as a normal symbol reservation. The normal symbol reservations are stored in a normal symbol reservation storage area secured in the RAM 203 so that the order of storage can be identified. In addition, if the game ball has not passed through the normal symbol activation gate 27 or if the number of normal symbol reservations has already reached four, no new normal symbol reservations are stored.

[0071] After the process for storing the reserved normal symbols is performed in this way, it is next judged whether or not the game ball has entered the first starting hole 24 based on the detection result of the first starting hole sensor 24s. As a result, if the game ball has entered the first starting hole 24, it is judged whether or not the number of reserved first special symbols has reached the upper limit of four. Then, if the number of reserved first special symbols has not reached four, a jackpot determination random number, a variable pattern selection random number, and a design selection random number are obtained, and these random numbers are stored as the reserved first special symbols. The reserved first special symbols are stored in a reserved first special symbol storage area secured in the RAM 203 so that the order of storage can be identified.

[0072] Here, the variable display of the first special chart (pattern variable game) is performed based on the jackpot determination random number, the variable pattern selection random number, and the pattern selection random number acquired as the first special chart reservation. In addition, the performance (pattern variable performance) performed in accordance with the variable display of the first special chart is also performed based on the jackpot determination random number, the variable pattern selection random number, and the pattern selection random number acquired as the first special chart reservation. Therefore, when the first special chart reservation is stored, even if the variable display based on the first special chart reservation has not yet started (even if the variable start condition has not been established), it is possible to determine the mode of the variable display and performance (pattern variable game and pattern variable performance based on the first special chart reservation) based on the first special chart reservation. For example, even before the variable display based on the first special chart reservation is performed, it is possible to determine whether or not the jackpot pattern is stopped and displayed (whether or not the jackpot game is started) and whether or not the reach performance is performed when the variable display based on the first special chart reservation is performed. Such a judgment is called a pre-judgment, and in the pachinko machine 1 of this embodiment, when the first special symbol reservation is stored, a pre-judgment is performed on the first special symbol reservation, and the pre-judgment result is stored in association with the first special symbol reservation. In this way, when the first special symbol reservation is stored and the pre-judgment result on the first special symbol reservation is stored, a pre-judgment result command indicating this pre-judgment result is stored in the output buffer of the RAM 203. The pre-judgment result command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the pre-judgment result of the first special symbol reservation. Note that if the game ball has not entered the first starting hole 24 or if the number of first special symbol reservations has already reached four, a new first special symbol reservation is not stored and no pre-judgment is performed.

[0073] After the process for storing the first special symbol reservation is performed in this way, it is next judged whether the game ball has entered the second start hole 25 based on the detection result of the second start hole sensor 25s. As a result, if the game ball has entered the second start hole 25, it is judged whether the number of second special symbols reserved has reached the upper limit of four. If the number of second special symbols reserved has not reached four, the jackpot judgment random number, the variable pattern selection random number, and the pattern selection random number are obtained and these random numbers are stored as the second special symbol reservation. The second special symbol reservation is stored in a second special symbol reservation storage area secured in the RAM 203 so that the order of storage can be identified. After storing the second special symbol reservation in this way, a pre-determination similar to that described above is performed on the second special symbol reservation, and the pre-determination result is stored in association with the second special symbol reservation. After storing the second special symbol reservation and storing the pre-determination result for the second special symbol reservation in this way, a pre-determination result command indicating this pre-determination result is stored in the output buffer of the RAM 203. The pre-determination result command stored in the output buffer in this way is also sent to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the pre-determination result of the second special symbol reservation. If the game ball has not entered the second start hole 25 or if the number of second special symbols reserved has already reached four, no new second special symbols are stored and no pre-determination is performed.

[0074] <Normal operation process> The CPU 201 of the main control board 200 then performs a normal operation process (S500). In this normal operation process (S500), a process is performed to change the normal symbol and to play a normal winning game. That is, the CPU 201 of the main control board 200 first judges whether or not the game is a normal winning game, a normal symbol is being changed, or a normal symbol is being determined. As a result, if the game is not a normal winning game, a normal symbol is being changed, or a normal symbol is being determined, the CPU 201 judges whether or not a normal symbol is stored in the above-mentioned normal symbol reserve memory area. As a result, if a normal symbol is stored in the normal symbol reserve memory area, the CPU 201 reads out the normal symbol reserve that was stored first among the stored normal symbol reserves. Then, the CPU 201 performs a normal symbol winning judgment based on the read normal symbol reserve, i.e., the normal symbol winning judgment random number.

[0075] After the normal winning judgment is performed, it is judged whether the result of the normal winning judgment is a normal winning or not. If the result of the normal winning judgment is a normal winning, the normal winning pattern is stored as the pattern (stop pattern) to be displayed in the normal pattern variable display this time. In other words, it is stored that the left LED (see FIG. 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display this time. On the other hand, if the result of the normal winning judgment is a normal missing, the normal missing pattern is stored as the pattern (stop pattern) to be displayed in the normal pattern variable display this time. In other words, it is stored that the right LED (see FIG. 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display this time.

[0076] In this way, when it is stored that the left LED of the normal pattern display unit 56 is turned on or the right LED of the normal pattern display unit 56 is turned on as a result of the normal pattern change display this time, the normal pattern change time is set and the normal pattern change display is started. Then, the normal pattern reserve that was the subject of this normal pattern hit judgment is erased from the normal pattern reserve memory area.

[0077] The above describes the processing when the normal pattern is not being played, the normal pattern is not being changed, and the normal pattern is not being confirmed. On the other hand, when the normal pattern is being changed, it is determined whether the change time of the normal pattern has elapsed. As a result, when it is determined that the change time has elapsed, the normal pattern being changed is displayed in a stopped state in a previously stored manner. That is, when the result of the normal pattern hit judgment is a normal pattern hit, the left LED of the normal pattern display unit 56 is turned on (the normal pattern hit is stopped and displayed), and when the result of the normal pattern hit judgment is a miss, the right LED of the normal pattern display unit 56 is turned on (the miss pattern is stopped and displayed). When the normal pattern is stopped and displayed in this way, the confirmation display of the normal pattern starts, so the confirmation display time of the normal pattern is set.

[0078] The above describes the process when the normal symbol is being displayed in a variable manner. On the other hand, when the normal symbol is being displayed in a fixed manner, it is determined whether the fixed display time has elapsed. If the fixed display time has elapsed, it is determined whether the normal symbol that has been stopped (fixed display) this time is a normal winning symbol (the LED to the left of the normal symbol display unit 56 is lit). If the normal symbol that has been stopped is a normal winning symbol, the opening pattern (number of times of opening, opening time, closing time, etc.) of the second start hole 25 in the normal winning game is set, and then the normal winning game is started.

[0079] The above describes the process when the normal symbol is being displayed. On the other hand, when the normal symbol is being played, the start hole solenoid 26m is controlled to operate the opening and closing door 26 so that the second start hole 25 is in the open / closed state according to the above-mentioned opening pattern. Then, when the control according to this opening pattern is completed, the normal symbol play is completed.

[0080] As described above with reference to Fig. 6, in the pachinko machine 1 of this embodiment, the game state related to the frequency of game balls entering the second starting hole 25 is set to "a non-electric support state (normal state) in which the frequency of game balls entering the second starting hole 25 is low" or "an electric support state (ST state) in which the frequency of game balls entering the second starting hole 25 is high". The setting of such a non-electric support state (normal state) and an electric support state (ST state) is realized as follows.

[0081] That is, in the electric support state (ST state), the probability that the result of the normal symbol hit judgment is a normal symbol hit (normal symbol hit probability) is higher, the normal symbol fluctuation time (normal symbol fluctuation time) is shorter, and the opening time of the second start hole 25 in a normal symbol hit game is set longer than in the non-electric support state (normal state). Therefore, in the electric support state (ST state), the second start hole 25 opens frequently and the period in which it is in the open state is longer than in the non-electric support state (normal state), so the frequency of game balls entering the second start hole 25 is higher (high frequency state). For example, when the non-electric support state (normal state) is set, the probability of winning the normal map is set to 1 in 100 (a 1 in 100 random number among the random numbers that can be obtained as a normal map reserve is set to a normal map), the normal map fluctuation time is set to 20 seconds, and the opening time of the second start hole 25 in the normal map winning game is set to 0.3 seconds (0.1 seconds x 3 openings). On the other hand, when the electric support state (ST state) is set, the probability of winning the normal map is set to 99 in 100 (a 99 in 100 random number among the random numbers that can be obtained as a normal map reserve is set to a normal map), the normal map fluctuation time is set to 1 second, and the opening time of the second start hole 25 in the normal map winning game is set to 4.5 seconds (1.5 seconds x 3 openings).

[0082] <Special Action Processing> The CPU 201 of the main control board 200 then performs a special operation process (S600). In this special operation process (S600), a process is performed to change the display of the special symbol (first special symbol or second special symbol) or to execute a jackpot game. That is, the CPU 201 of the main control board 200 first judges whether or not the jackpot game is being played, the special symbol (first special symbol or second special symbol) is being changed, or the special symbol (first special symbol or second special symbol) is being fixed. As a result, if the jackpot game is not being played, the special symbol is not being changed, or the special symbol is not being fixed, the CPU 201 judges whether or not the second special symbol reservation is stored in the second special symbol reservation memory area. As a result, if the second special symbol reservation is stored in the second special symbol reservation memory area, the CPU 201 reads out the second special symbol reservation (jackpot determination random number, change pattern selection random number, symbol selection random number) that was stored first among the stored second special symbol reservations. Then, a jackpot determination is made based on the jackpot determination random number contained in the second special chart reservation that was read out.

[0083] On the other hand, if the second special chart reserved memory area does not store the second special chart reserved, it is determined whether the first special chart reserved memory area stores the first special chart reserved. If the first special chart reserved memory area stores the first special chart reserved, the first special chart reserved (jackpot determination random number, pattern selection random number, variation pattern selection random number) stored first among the stored first special chart reserved is read. Then, a jackpot determination is performed based on the jackpot determination random number included in the read first special chart reserved.

[0084] Here, as described above with reference to FIG. 6, in the pachinko machine 1 of this embodiment, the game state related to the probability of being determined as a jackpot in the jackpot judgment is set to a "low probability state (normal state) in which the probability of being determined as a jackpot in the jackpot judgment is low (probability of 1 in 300)" or a "high probability state (ST state) in which the probability of being determined as a jackpot in the jackpot judgment is high (probability of 1 in 150)". The setting of such a low probability state (normal state) or high probability state (ST state) is realized as follows. That is, when the low probability state (normal state) is set, a random number of 1 in 300 of the jackpot judgment random numbers that can be obtained as the first special chart reservation or the second special chart reservation is set as a jackpot, and when the high probability state (ST state) is set, a random number of 1 in 150 of the jackpot judgment random numbers that can be obtained as the first special chart reservation or the second special chart reservation is set as a jackpot.

[0085] In this way, when the jackpot determination is performed for the first special symbol reservation or the second special symbol reservation, it is determined whether the result of the jackpot determination is a jackpot. As a result, if the result of the jackpot determination is a jackpot, the type of jackpot symbol to be displayed in the variable display (variable symbol game) of the current special symbol is selected based on the symbol selection random number included in the first special symbol reservation or the second special symbol reservation read out this time. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the jackpot symbols 1 to 100 can be displayed as the first special symbol, and the jackpot symbols 201 to 300 can be displayed as the second special symbol. Therefore, when the first special symbol reservation is read out, the jackpot symbol corresponding to the symbol selection random number read out as the first special symbol reservation is selected as the symbol to be displayed in the stopped state by referring to the symbol selection table (not shown) in which the symbol selection random numbers are assigned to the jackpot symbols 1 to 100. In addition, when the second special symbol reservation is read, the symbol selection table in which the symbol selection random numbers are assigned to the jackpot symbols 201 to 300 is referenced, and the jackpot symbol corresponding to the symbol selection random number read as the second special symbol reservation is selected as the symbol to be stopped and displayed. The symbol selection table is pre-stored in the ROM 202 of the main control board 200.

[0086] On the other hand, when the result of the jackpot determination is a miss, if the first special reserved symbol is read out, the miss symbol 101 is selected as the symbol to be stopped and displayed, and if the second special reserved symbol is read out, the miss symbol 301 is selected as the symbol to be stopped and displayed. The jackpot symbol and the miss symbol selected as the symbol to be stopped and displayed are stored in the stop symbol storage area secured in the RAM 203.

[0087] After selecting the symbol to be displayed in this way, the change pattern of the special symbol change display (symbol change game) is selected. The change pattern is the time (change time) from when the special symbol (first special symbol or second special symbol) starts to change and when it stops, and each change pattern is assigned information (change pattern ID) to distinguish it from other change patterns. The change pattern selection table is referenced in the process of selecting the change pattern. As shown in FIG. 8, the change pattern selection table is a table in which a change pattern selection random number is assigned to a plurality of change patterns (change pattern ID, change time). In the process of selecting the change pattern, the change pattern corresponding to the change pattern selection random number read this time as the first special symbol reserved or the second special symbol reserved in this change pattern selection table is determined as the change pattern for this time. Therefore, the probability that each change pattern is selected is determined by the ratio of random numbers assigned to each change pattern among the change pattern selection random numbers that can be obtained.

[0088] The variation pattern selected in this way is transmitted to the sub-control board 220 as a variation pattern designation command described later. When the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it recognizes the variation pattern of the current symbol variation game based on the variation pattern designation command, and executes the symbol variation presentation with a presentation pattern based on the variation pattern.

[0089] In the process of selecting the above-mentioned variation pattern, the same variation pattern selection table is not always referred to, but as shown in FIG. 9, a variation pattern selection table corresponding to various game progress situations such as the type of special symbol (first special symbol or second special symbol), the currently set game state, the result of the jackpot determination, and the number of stored first special symbol reserves and second special symbol reserves is referred to. In this way, it is possible to select a variation pattern corresponding to various game progress situations, and the CPU 221 of the sub-control board 220 can execute a pattern variation performance with a performance pattern corresponding to various game progress situations. For example, if the result of the jackpot determination is a jackpot, the CPU 221 of the sub-control board 220 executes a pattern variation performance in which the identification symbols 41a, 41b, and 41c are stopped and displayed with a double number after the reach performance, and if the result of the jackpot determination is a miss, the CPU 221 executes a pattern variation performance in which the identification symbols 41a, 41b, and 41c are stopped and displayed with a random number. Also, if the result of the jackpot determination is a miss, a reach performance is executed if a predetermined variation pattern is selected. In addition, each variation pattern selection table is pre-stored in the ROM 202 of the main control board 200.

[0090] In this way, the symbol to be stopped and displayed in the current special symbol variable display is selected, and the variable display of the special symbol is started after the variable display pattern of the current special symbol variable display is selected. Then, a variable pattern designation command indicating the currently selected variable pattern is stored in the output buffer of the RAM 203. The variable pattern designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). Also, the first special symbol reservation or the second special symbol reservation that was the subject of the current big win judgment is erased from the first special symbol reservation storage area or the second special symbol reservation storage area.

[0091] The above describes the process when the special symbol (first or second special symbol) is not being displayed during a big win game, when the special symbol is not being displayed during a variable display, or when the special symbol is not being displayed during a fixed display. In contrast, when the special symbol is being displayed during a variable display, it is determined whether or not the variable time of the special symbol being displayed during a variable display has elapsed. As a result, when it is determined that the variable time has elapsed, the special symbol being displayed during a variable display is displayed as a fixed symbol stored in the fixed symbol storage area in advance (fixed display is started). When the special symbol is displayed as a fixed symbol, the fixed display of the special symbol is started, so the fixed display time of the special symbol is set. Then, a variable stop command indicating that the special symbol has been displayed as a fixed symbol is stored in the output buffer of the RAM 203. The variable stop command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0092] If the special symbol is being displayed, it is determined whether the display time has elapsed. If the display time has elapsed, it is determined whether the special symbol displayed (displayed) this time is a winning symbol. If the special symbol displayed (displayed) this time is a losing symbol, it is determined whether the "ST state" is set, and if the "ST state" is set, the "remaining ST count" is subtracted by one. The "remaining ST count" is the number of pattern variation games (variable display of special symbols) that can be executed until the "ST state" ends (unless the winning game is performed in the middle) (hereinafter also referred to as the "remaining ST count"). If the "remaining ST count" becomes 0 as a result of subtracting one from the "remaining ST count", the "normal state" is set instead of the "ST state". If the game state is set in this way, a game state designation command indicating the set game state is stored in the output buffer of the RAM 203. The game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0093] On the other hand, if the special symbol displayed as stopped is a jackpot symbol, the opening pattern (number of times of opening, opening time, closing time, etc.) of the jackpot opening 28 in the jackpot game is set. As described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the number of rounds during the jackpot game differs depending on the type of jackpot symbol displayed as stopped. Therefore, the opening pattern of the jackpot opening 28 is set in accordance with the type of jackpot symbol displayed as stopped. After the opening pattern of the jackpot opening 28 is set in this way, the jackpot game is started. Then, a jackpot game start command indicating the start of the jackpot game is stored in the output buffer of the RAM 203. This jackpot game start command also includes information indicating the number of rounds in the jackpot game to be started this time. The jackpot game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0094] On the other hand, when a jackpot game is being played, the large prize opening solenoid 29m is controlled to operate the opening / closing door 29 so that the large prize opening 28 is in an open state or closed state in the above-mentioned opening pattern. Then, when a round game starts, a round game start command indicating the start of the round game is stored in the output buffer of the RAM 203, and when the round game ends, a round game end command indicating the end of the round game is stored in the output buffer of the RAM 203. Also, when a jackpot game is being played, when a game ball enters the large prize opening 28, a large prize opening ball entry command indicating that the game ball has entered the large prize opening 28 is stored in the output buffer of the RAM 203. The round game start command, round game end command, and large prize opening ball entry command stored in the output buffer in this way are transmitted to the sub-control board 220 in the next output process (S100).

[0095] Also, when the control of the big prize opening solenoid 29m (operation of the opening and closing door 29) according to the above-mentioned opening pattern is completed, the big prize game ends. Then, a big prize game end command indicating the end of the big prize game is stored in the output buffer of the RAM 203. The big prize game end command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). When the big prize game ends, if the big prize game is either "8R normal win" or "16R normal win", the game state is set to "normal state". On the other hand, if the big prize game is either "8R high probability win" or "16R high probability win", the game state is set to "ST state". At this time, the "remaining ST number of times" is set to 200 times. When the game state is set in this way, a game state designation command indicating the set game state (including the remaining ST number of times) is stored in the output buffer of the RAM 203. The game state designation command thus stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0096] The first special symbol reservation and the second special symbol reservation can be regarded as "acquired information", and the RAM 203 storing the first special symbol reservation and the second special symbol reservation can be regarded as "acquired information storage means". The CPU 201 of the main control board 200, which performs a pre-determination of whether the first special symbol reservation or the second special symbol reservation is predetermined information, can be regarded as "pre-determination means". The special symbol can be regarded as "identification information", the variable display of the special symbol can be regarded as "identification information variation", the CPU 201 of the main control board 200 performing the variable display of the special symbol can be regarded as "identification information variation means", and the jackpot symbol can be regarded as "specific mode". Also, the big prize entrance 28 can be regarded as a "variable ball entrance", the big prize game can be regarded as a "specific game", and the CPU 201 of the main control board 200, which executes the big prize game (grant a bonus to the player) when the special pattern (identification information) is stopped and displayed as a big prize pattern (specific mode) (when a predetermined granting condition is established), can be regarded as a "specific game execution means" and a "bonus granting means". Also, the CPU 201 of the main control board 200 and the payout control board 240, which pay out game balls (game media), can be regarded as a "payout means". Also, the period when the big prize game is not being executed can be regarded as a "first period", and the period when the big prize game is being executed can be regarded as a "second period". Also, the period during which the normal state (non-electric support state) is set can be regarded as a "first period", and the period from when a jackpot game is started during the normal state (non-electric support state) until the next time the normal state (non-electric support state) is set can be regarded as a "second period". Also, the period during which the "non-electric support state", "low probability state", and "normal state" are set can be regarded as a "first period", and the period during which the "electric support state", "high probability state", and "ST state" are set can be regarded as a "second period". Also, the "non-electric support state", "low probability state", and "normal state" can be regarded as "unfavorable states", and the "electric support state", "high probability state", and "ST state" can be regarded as "advantageous states", and the CPU 201 of the main control board 200 capable of setting these game states can be regarded as a "game state setting means".

[0097] <Pending number processing> The CPU 201 of the main control board 200 then performs reserved number processing (S700). In this reserved number processing (S700), the number of reserved first special charts stored in the first special chart reserved storage area and the number of reserved second special charts stored in the second special chart reserved storage area are read out, and a reserved number transmission command indicating these numbers is stored in the output buffer of the RAM 203. The reserved number transmission command thus stored in the output buffer is also transmitted to the sub-control board 220 in the next output processing (S100). In this way, the sub-control board 220 can execute various effects based on these numbers, such as displaying reserved patterns corresponding to the number of reserved first special charts and the number of reserved second special charts on the effect display device 41.

[0098] D. Performance control processing: 10 is a flowchart showing the general flow of the performance control process performed by the CPU 221 of the sub-control board 220 as control related to performance. The performance control process is performed by the CPU 221 of the sub-control board 220 based on a timer interrupt that occurs at predetermined intervals (for example, every 10 ms). The performance control process performed by the CPU 221 of the sub-control board 220 will be explained below according to the flowchart. Note that in the following explanation, explanations of well-known processes such as the initialization process of the CPU 221, the interrupt prohibition process, and the interrupt permission process will be omitted.

[0099] When the performance control process is started, the CPU 221 of the sub-control board 220 first performs a command analysis process (S800). Here, every time the CPU 221 of the sub-control board 220 receives a command from the main control board 200, the CPU 221 stores the command in a received command storage area of ​​the RAM 223 as an external interrupt process. In the command analysis process (S800), the CPU 221 determines a performance corresponding to the command stored in the received command storage area, i.e., the command received from the main control board 200, and stores the command to be transmitted to the image / audio control board 230, the lamp control board 226, etc., to perform this performance in an output buffer secured in the RAM 223.

[0100] The CPU 221 of the sub-control board 220 then performs output processing (S900). In this processing, the command stored in the output buffer of the RAM 223 is transmitted to the image / audio control board 230, the lamp control board 226, etc. When the command is received from the sub-control board 220, the image / audio control board 230 displays an image corresponding to the received command on the performance display device 41, and outputs a sound corresponding to the received command from the various speakers 6a, 6b, etc. In addition, the lamp control board 226 causes the various lamps 5a to 5c, etc. to emit light in a light emission pattern corresponding to the received command.

[0101] As described above, the sub-control board 220 cooperates with the image / audio control board 230, the lamp control board 226, etc. to execute various performances; however, for ease of explanation in this specification, the sub-control board 220 cooperating with the image / audio control board 230, the lamp control board 226, etc. to execute various performances will also be expressed simply as "the CPU 221 of the sub-control board 220 executes various performances."

[0102] FIG. 11 shows the process performed by the CPU 221 of the sub-control board 220 in response to the command received from the main control board 200. As shown in FIG. 11, when the CPU 221 of the sub-control board 220 receives a pre-determination result command, it performs a pre-performance that is a performance based on the pre-determination result. For example, it displays an image of a character or the like corresponding to the pre-determination result on the performance display device 41, or sets the mode of the reserved pattern displayed in the first reserved display area 41d or the second reserved display area 41e of the performance display device 41 to a mode corresponding to the pre-determination result. Note that the pre-determination performance does not need to be performed all the time when the pre-determination result command is received, and may be performed when a predetermined condition is met (for example, when a predetermined execution lottery is won).

[0103] In addition, when the CPU 221 of the sub-control board 220 receives the reserved number transmission command, it displays the reserved symbols in the same number as the first special symbol reserved number and the second special symbol reserved number indicated by this command in the first reserved display area 41d and the second reserved display area 41e of the performance display device 41. It is not necessary to display both the first special symbol reserved number and the second special symbol reserved number at all times, and for example, in the "normal state" where the left hand is hit, that is, in the state where the game is mainly played with the first special symbol, the first special symbol reserved number may be displayed, and in the "ST state" where the right hand is hit, that is, in the state where the game is mainly played with the second special symbol, the second special symbol reserved number may be displayed.

[0104] Also, when the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it starts a pattern variation performance (including the variation display of the identification symbols 41a, 41b, and 41c) corresponding to the variation pattern indicated by the variation pattern designation command in accordance with the variation display of the special symbol (first special symbol or second special symbol). Since the pattern variation performance is performed in accordance with the variation pattern, the reach performance (see FIG. 6(b)) performed as part of the pattern variation performance is also performed when the corresponding variation pattern is selected. In detail, when the variation pattern corresponding to the reach performance is selected when the result of the jackpot determination is a jackpot, the reach performance is performed, and then the pattern variation performance in which the identification symbols 41a, 41b, and 41c are stopped and displayed with a double number is performed. Also, when the variation pattern corresponding to the reach performance is selected when the result of the jackpot determination is a miss, the reach performance is performed, and then the pattern variation performance in which the identification symbols 41a, 41b, and 41c are stopped and displayed with a double number is performed. When a variation stop command is received during the execution of the symbol variation performance, the CPU 221 of the sub-control board 220 stops and displays the identification symbols 41a, 41b, and 41c in a duplicate or random pattern.

[0105] 11, when the CPU 221 of the sub-control board 220 receives a jackpot game start command, it starts a jackpot game performance indicating that the jackpot game is in progress. For example, at the timing when the jackpot game starts, it executes a fanfare performance indicating the start of the jackpot game and starts displaying a moving image (so-called movie) indicating that the jackpot game is in progress.

[0106] Furthermore, when the CPU 221 of the sub-control board 220 receives a round game start command during a jackpot game, it starts a round game presentation indicating that a round game is in progress (for example, superimposed on the jackpot presentation). For example, it starts a presentation indicating the number of round games in the jackpot game being played (for example, a presentation displaying 1R, 2R, 3R, etc.). Then, when it receives a round game end command, it ends the round game presentation, and when it receives a jackpot game end command, it ends the jackpot presentation.

[0107] Furthermore, when the CPU 221 of the sub-control board 220 receives a game state designation command, it starts an effect corresponding to the set game state. For example, it executes an effect in which the identification symbols 41a, 41b, 41c and their background images are changed to a form (such as color or shape) corresponding to the game state, or starts an effect that displays the "remaining ST count" when the "ST state" is set. In the effect that displays the "remaining ST count", naturally, when one pattern-changing game (display of a special symbol change) is performed while the "ST state" is set, the displayed "remaining ST count" is also decremented by one.

[0108] E. Display of remaining payment time: Here, in the pachinko machine 1 of this embodiment, the "remaining payout time" may be displayed. The "remaining payout time" is the time required to pay out "game balls that have been confirmed to be paid out but have not yet been paid out." In other words, when the "remaining payout time" is displayed, the payout of "game balls that have been confirmed to be paid out" will end when the "remaining payout time" has elapsed.

[0109] In the pachinko machine 1 of this embodiment, such a "remaining payout time" is displayed when a "casual" ends with the end of a jackpot game. A "casual" is a series of multiple jackpot games played without going through a "normal state" (without the normal state being set). This "casual" ends with the normal state being set when a "16R normal win" ends.

[0110] 12 shows a flowchart of the "remaining payout time display process" for displaying the "remaining payout time." The "remaining payout time display process" is performed by the CPU 221 of the sub-control board 220 as part of the performance control process (see FIG. 10).

[0111] As shown in Fig. 12, when the CPU 221 of the sub-control board 220 starts the "remaining payout time display process", it first judges whether or not it is the timing when the "consecutive wins" will end (the timing when the normal state is set) with the end of the "16R normal win" (S1000). If it is the timing when the "consecutive wins" will end (the timing when the normal state is set) with the end of the "16R normal win" (S1000: yes), it detects the "remaining payout number" (S1002).

[0112] The "remaining number of payouts" is the number of "game balls that have been confirmed to be paid out but have not yet been paid out." Such a "remaining number of payouts" is calculated (detected) by subtracting the "number of game balls that have actually been paid out" from the "number of game balls that have been confirmed to be paid out."

[0113] In detail, in the pachinko machine 1 of this embodiment, when a game ball enters the first start hole 24, the second start hole 25, or the general ball entry hole 30, three game balls are paid out, and when a game ball enters the special prize hole 28, ten game balls are paid out. Therefore, when the sensors (such as the first start hole sensor 24s, the second start hole sensor 25s, and the special prize hole sensor 28s) that detect these ball entries detect game balls, the CPU 201 of the main control board 200 transmits a "payout command" indicating the number of game balls to be paid out to the payout control board 240. The CPU 201 of the main control board 200 also transmits such a "payout command" to the sub-control board 220. The CPU 201 of the sub-control board 220 calculates the "number of game balls confirmed to be paid out" based on this "payout command".

[0114] In response to this, a sensor (not shown) that detects the game balls is provided in the passage through which the game balls are paid out, and the CPU 201 of the sub-control board 220 calculates the "number of game balls actually paid out" based on the detection results of this sensor.

[0115] In this way, the CPU 201 of the sub-control board 220 is capable of calculating the "number of game balls confirmed to be paid out" and the "number of game balls confirmed to be paid out", and in the processing of S1002, the number of "game balls confirmed to be paid out but not yet paid out" (remaining number to be paid out) is calculated (detected) by subtracting the "number of game balls actually paid out" from the "number of game balls confirmed to be paid out".

[0116] Once the "remaining number of payouts" is detected in this way (S1002), the "remaining time to payout" is calculated based on the "remaining number to payout" (S1004). The "remaining time to payout" is the time required to pay out "game balls that have been confirmed to be paid out but have not yet been paid out." Here, the time until the end of the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" at the time when the "casual win" ends with the end of the "16R normal win" is calculated (calculated).

[0117] The ROM 232 of the sub-control board 220 stores in advance a "unit payout time" that is the time required to pay out one game ball. The "remaining payout time" is calculated by dividing the "remaining payout number" by the "unit payout time."

[0118] Once the "remaining payout time" has been calculated in this manner (S1004), an image indicating the "remaining payout time" (also referred to as a "remaining payout time image" in this specification) is displayed (S1006). Then, the display mode of the "remaining payout time image" is changed in accordance with the passage of time since the "remaining payout time image" was displayed (S1008).

[0119] FIG. 13 shows a state in which the "remaining payout time" is displayed. As shown in FIG. 13(a), when the "consecutive wins" ends with the end of the "16R normal win", an image suggesting that the "consecutive wins" will end (also referred to as a "consecutive win end image" in this specification) is displayed on the display screen of the performance display device 41. For example, a text image saying "consecutive wins end" is displayed. In addition to this, an image suggesting the "remaining payout time" at the timing when the "consecutive wins" ends with the end of the "16R normal win" (a remaining payout time image) is displayed. For example, as the "remaining payout time image", a numeric image showing the "remaining payout time" (15 seconds in FIG. 13(a)) is displayed next to the text image saying "remaining payout time". Then, when the "remaining payout time image" is displayed in this way, the display mode of the "remaining payout time image" is changed in accordance with the passage of time thereafter. For example, the "remaining payout time" suggested by the "remaining payout time image" is subtracted in accordance with the passage of time. In other words, when the "consecutive wins" ends with the end of the "16R normal win", a countdown display (a so-called countdown display) will be displayed showing the time remaining until the payout of the "game balls that have been confirmed to be paid out but have not yet been paid out" is completed.

[0120] Here, before the "remaining payout time" displayed when the "consecutive wins" ends with the end of the "16R normal win" reaches 0 seconds, in other words, even before the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" ends when the "consecutive wins" ends with the end of the "16R normal win", the display of the decorative symbols 41a, 41b, 41c (special symbols) may start to change. In such a case, the "remaining payout time image" is displayed along with the display of the decorative symbols 41a, 41b, 41c.

[0121] For example, as shown in Fig. 13(b), when the variable display of the decorative symbols 41a, 41b, and 41c starts, the display of the "casual game end image" is terminated, and the "remaining payout time image" is displayed in a smaller size (compared to the decorative symbols 41a, 41b, and 41c). Then, when the "remaining payout time" reaches 0 seconds (when the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the display of the "remaining payout time image" is terminated.

[0122] Alternatively, when the variable display of the decorative patterns 41a, 41b, and 41c starts after the "remaining payout time" becomes 0 seconds (after the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the decorative patterns 41a, 41b, and 41c are displayed in a first size (so-called normal size, see FIG. 13(b)). On the other hand, when the variable display of the decorative patterns 41a, 41b, and 41c starts before the "remaining payout time" becomes 0 seconds (before the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the decorative patterns 41a, 41b, and 41c are displayed in a reduced second size smaller than the first size, as shown in FIG. 14, while the "casual game end image" and the "remaining payout time image" are still displayed. Then, when the "remaining payout time" reaches 0 seconds (when the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the display of the "end of consecutive win image" and the "remaining payout time image" is terminated, and the decorative patterns 41a, 41b, and 41c are enlarged to a first size (returned to normal size) and displayed.

[0123] In the above-mentioned embodiment, an image suggesting the "remaining payout number" (also referred to as a "remaining payout number image" in this specification) may be displayed instead of the "remaining payout time image" as shown in Fig. 15. When the "remaining payout number image" is displayed in this manner, the "remaining payout number" suggested by the "remaining payout number image" may be decreased (the display mode of the remaining payout number image may be changed) in response to the actual payout of game balls (the "remaining payout number" decreasing).

[0124] Even in this case, the display of the decorative symbols 41a, 41b, and 41c (special symbols) may start to change before the payout of the "game balls that have been confirmed to be paid out but have not yet been paid out" is completed when the "consecutive win" ends with the end of the "16R normal win". In such a case, the "payout remaining number image" is displayed in addition to the display of the decorative symbols 41a, 41b, and 41c.

[0125] For example, as shown in Fig. 15(b), when the variable display of the decorative symbols 41a, 41b, and 41c starts, the display of the "game winning streak end image" is terminated, and the "remaining payout number image" is displayed in a smaller size (compared to the decorative symbols 41a, 41b, and 41c). Then, when the "remaining payout number" becomes 0 (when the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the display of the "remaining payout number image" is terminated.

[0126] Alternatively, when the variable display of the decorative patterns 41a, 41b, and 41c starts after the "remaining number of payouts" becomes 0 (after the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" has been completed), the decorative patterns 41a, 41b, and 41c are displayed in a first size (so-called normal size, see FIG. 15(b)). On the other hand, when the variable display of the decorative patterns 41a, 41b, and 41c starts before the "remaining number of payouts" becomes 0 (before the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" has been completed), the "casual game end image" and the "remaining number of payouts image" are left displayed, while the decorative patterns 41a, 41b, and 41c are displayed in a reduced second size smaller than the first size. Then, when the "remaining number of payouts" reaches 0 (when the payout of "game balls that have been confirmed to be paid out but have not yet been paid out" is completed), the display of the "game streak end image" and the "remaining number of payouts image" is terminated, and the decorative patterns 41a, 41b, and 41c are enlarged to a first size (returned to normal size) and displayed.

[0127] In addition, in the above-mentioned embodiment, the "remaining payout time image" or the "remaining payout number image" may be displayed at the timing when the jackpot game ends, regardless of whether the "consecutive wins" have ended or not.

[0128] Furthermore, in the above-mentioned embodiment, it is also possible not to display the "remaining payout time (remaining payout number)" (an image suggesting this) at the timing when an "8R normal hit" or "8R highly probable hit" (first jackpot game) ends, but to display a "remaining payout time image" or "remaining payout number image" at the timing when a "16R normal hit" or "16R highly probable hit" (second jackpot game) ends.

[0129] In the above embodiment, the "remaining payout time image" or "remaining payout number image" may be an image that changes as the "remaining payout time (remaining payout number)" decreases. For example, a bar-shaped image extending in the vertical or horizontal direction may be displayed, and the color of the bar-shaped image may change to a degree corresponding to the decrease in the "remaining payout time (remaining payout number)".

[0130] As described above, in the pachinko machine 1 of this embodiment, when there are "game balls that have been confirmed to be paid out but have not yet been paid out," a "remaining payout time image" or a "remaining payout number image" can be displayed. Here, when the number of game balls to be paid out is large, the payout of the game balls may continue for a long time. In such a case, even if the game progress has changed from the situation in which the payout of the game balls was confirmed (for example, during a jackpot game) (for example, even if the jackpot game has ended and the variable display of the special pattern has started), the payout of the game balls will continue, which makes the player feel uncomfortable about the payout of the game balls. In this regard, in this game machine, a "remaining payout time image" or a "remaining payout number image" can be displayed. In this way, even if the payout of the game balls continues despite the game progress having changed from the situation in which the payout of the game balls was confirmed, the player can be made aware of the "remaining payout time" or the "remaining payout number." This makes it possible to reduce the discomfort felt by the player.

[0131] In addition, in the pachinko machine 1 of this embodiment, a jackpot game can be played, and during the jackpot game, a large number of game balls may be paid out, and the payout of game balls may continue even after the jackpot game ends. In such cases, the player may feel uneasy about the payout of game balls. In this regard, in the pachinko machine 1 of this embodiment, a "remaining payout time image" or a "remaining payout number image" is displayed when the jackpot game ends, so that the player's sense of uneasiness can be reduced.

[0132] In addition, in the pachinko machine 1 of this embodiment, when the "consecutive wins" ends with the end of the "16R normal win", a "remaining payout time image" or a "remaining payout number image" is displayed. Here, a large number of game balls are paid out during the execution of a big win game, and especially when a "consecutive wins" occurs, the payout of game balls is likely to continue even after the "consecutive wins" ends. In such a case, the player feels uncomfortable about the payout of game balls. In this regard, in the pachinko machine 1 of this embodiment, when the "consecutive wins" ends with the end of the "16R normal win", a "remaining payout time image" or a "remaining payout number image" is displayed, so that the player's discomfort described above can be reduced.

[0133] In addition, in the pachinko machine 1 of this embodiment, when the "remaining payout time image" is displayed, the display mode of the "remaining payout time image" is changed in response to the decrease in the "remaining payout time," and when the "remaining payout number image" is displayed, the display mode of the "remaining payout number image" is changed in response to the decrease in the "remaining payout number." Therefore, after the display of the "remaining payout time image" or the "remaining payout number image" has started, it is possible to make the player aware of the decrease in the "remaining payout time" or the "remaining payout number."

[0134] F. Variations: Next, a modified example will be described. F-1. Variation 1: In the above-described embodiment, when the "consecutive wins" ends with the end of the "16R normal win", if the "remaining payout number" is equal to or greater than a specified number, the "remaining payout time image" may be displayed, and if the "remaining payout number" is less than the specified number, the "remaining payout time image" may not be displayed.

[0135] 16 shows a flowchart of the "remaining payout time display process" in Modification 1. The "remaining payout time display process" in Modification 1 is also performed by the CPU 221 of the sub-control board 220 as part of the performance control process (see FIG. 10).

[0136] As shown in Fig. 16, when the CPU 221 of the sub-control board 220 starts the "remaining payout time display process" of the modified example 1, it first judges whether or not it is the timing when the "consecutive wins" will end (the timing when the normal state is set) with the end of the "16R normal win" (S1100). If it is the timing when the "consecutive wins" will end (the timing when the normal state is set) with the end of the "16R normal win" (S1100: yes), it detects the "remaining payout number" (S1102).

[0137] When the "remaining payout number" is detected, it is determined whether or not this "remaining payout number" is 100 or more (prescribed number) (S1104). As a result, if the "remaining payout number" is not 100 or more, in other words, if the "remaining payout number" is less than 100 (prescribed number) (S1104: no), the "remaining payout time image" is not displayed and the "remaining payout time display process" is terminated. In other words, in this case, the "remaining payout time image" is not displayed and only the "cascade end image" is displayed.

[0138] On the other hand, if the "remaining payout number" is 100 or more (a prescribed number) (S1104: yes), the "remaining payout time" is calculated based on the "remaining payout number" (S1106), and a "remaining payout time image" indicating this "remaining payout time" is displayed (together with the consecutive win end image) (S1108). Then, the display mode of the "remaining payout time image" is changed in accordance with the passage of time since the "remaining payout time image" was displayed (S1110).

[0139] In addition, in variant example 1, when the "consecutive wins" end with the end of the "16R normal win", if the "remaining payout time" is equal to or greater than a specified time (e.g., 5 seconds), the "remaining payout time image" may be displayed, and if the "remaining payout time" is less than the specified time (e.g., 5 seconds), the "remaining payout time image" may not be displayed.

[0140] Also, in the first modified example, a "remaining payout number image" may be displayed instead of the "remaining payout time image". When the "remaining payout number image" is displayed in this way, the "remaining payout number" suggested by the "remaining payout number image" may be decreased (the display mode of the remaining payout number image may be changed) in response to the actual payout of game balls (the "remaining payout number" decreasing).

[0141] In addition, in variant example 1, when the "consecutive wins" ends with the end of a "16R normal win", if the "remaining payout number (remaining payout time)" is less than a specified number (expected time), a "remaining payout time image (remaining payout number image)" is displayed, but the display manner of the "remaining payout time image (remaining payout number image)" may not be changed in response to the passage of time thereafter (the "remaining payout number" decreasing).

[0142] As described above, in the first modification, when the "remaining number of payouts" is large, the payout of the game balls continues for a long time even after the game progress status has changed from the situation where the payout of the game balls was confirmed, so it is better to display the "remaining payout time image" or the "remaining payout number image" to reduce the player's discomfort as described above. On the other hand, when the "remaining number of payouts" is small, the payout of the game balls ends in a short time after the game progress status has changed from the situation where the payout of the game balls was confirmed, so even if the "remaining payout time image" or the "remaining payout number image" is displayed, the player may not understand the meaning of the "remaining payout time image" or the "remaining payout number image". In this regard, in the first modification, when the "remaining number of payouts" is less than 100 (a prescribed number), the "remaining payout time image" or the "remaining payout number image" is not suggested, and when the "remaining number of payouts" is 100 (a prescribed number) or more, the "remaining payout time image" or the "remaining payout number image" is displayed. In this way, it is possible to reduce the discomfort felt by the player as described above, while preventing the player from being unable to understand the meaning of the "remaining payout time image" or the "remaining payout number image."

[0143] F-2. Variation 2: In the above-described embodiment or variant example 1, the "remaining payout time image" may be displayed based on the "pre-read information", or the "remaining payout time image" may be changed based on the "pre-read information".

[0144] The "pre-reading information" is "information related to the variable display of the special symbol whose start is pending." The CPU 201 of the sub-control board 220 detects the "pre-reading information" based on the "pre-determination result command" transmitted from the CPU 201 of the main control board 200.

[0145] 17 shows a flowchart of the "remaining payout time display process" in the modified example 2. The "remaining payout time display process" in the modified example 2 is also performed by the CPU 221 of the sub-control board 220 as a part of the performance control process (see FIG. 10).

[0146] As shown in Fig. 17, when the CPU 221 of the sub-control board 220 starts the "remaining payout time display process" of the second modification, it first judges whether or not it is the timing when the "consecutive wins" will end with the end of the "16R normal win" (the timing when the normal state is set) (S1200). If it is the timing when the "consecutive wins" will end with the end of the "16R normal win" (the timing when the normal state is set) (S1200: yes), it detects the "remaining payout number" (S1202). Then, it calculates the "remaining payout time" based on this "remaining payout number" (S1204).

[0147] In addition, when the "consecutive wins" ends with the end of the "16R normal win" (when the normal state is set), "pre-reading information" is detected based on the "pre-determination result command" (S1206).

[0148] In this way, the "remaining payout time" is calculated (S1204), and if "look-ahead information" is detected (S1206), a "remaining payout time image" suggesting this "remaining payout time" is displayed based on the "look-ahead information" (S1208). Then, the display mode of the "remaining payout time image" is changed based on the "look-ahead information" (S1210).

[0149] For example, the CPU 201 of the sub-control board 220 first judges whether the start of a "specific variation" is on hold based on the "pre-read information" (whether a specific variation will be performed based on the currently stored special pattern reservation). The "specific variation" is, for example, a variation display of a special pattern in which a jackpot pattern is stopped and displayed, or a variation display of a special pattern in which a specific performance (for example, a specific reach performance) is performed.

[0150] As shown in Fig. 18(a), if the start of the "specific variation" is not on hold, the "remaining payout time image" is displayed, and the display mode of the "remaining payout time image" is changed in accordance with the passage of time since the "remaining payout time image" was displayed. In contrast, if the start of the "specific variation" is not on hold, the "remaining payout time image" is not displayed.

[0151] Alternatively, as shown in Fig. 18(b), if the start of the "specific change" is not on hold, the "remaining payout time image" is displayed, and the display mode of the "remaining payout time image" is changed in response to the passage of time since the display of the "remaining payout time image". In contrast, if the start of the "specific change" is not on hold, the "remaining payout time image" is displayed, but the display mode of the "remaining payout time image" is not changed in response to the passage of time since the display of the "remaining payout time image".

[0152] Alternatively, as shown in Fig. 19(a), if the "remaining number of payouts" is less than 100 (prescribed number) and the start of the "specific change" is not on hold, the "remaining payout time image" is not displayed. On the other hand, if the "remaining number of payouts" is less than 100 (prescribed number) and the start of the "specific change" is on hold, the "remaining payout time image" is displayed, and the display mode of the "remaining payout time image" is changed in accordance with the elapsed time since the "remaining payout time image" was displayed.

[0153] On the other hand, as shown in Fig. 19(b), if the "remaining number of payouts" is 100 or more (prescribed number) and the start of the "specific change" is not on hold, the "remaining payout time image" is displayed, and the display mode of the "remaining payout time image" is changed according to the elapsed time since the "remaining payout time image" was displayed. In contrast, if the "remaining number of payouts" is 100 or more (prescribed number) and the start of the "specific change" is on hold, the "remaining payout time image" is not displayed.

[0154] In addition, in the second modification, a "remaining payout number image" may be displayed instead of the "remaining payout time image". When the "remaining payout number image" is displayed in this way, the "remaining payout number" suggested by the "remaining payout number image" may be decreased (the display mode of the remaining payout number image may be changed) in response to the actual payout of game balls (the "remaining payout number" decreasing).

[0155] As described above, in the second modification, the "remaining payout time image" or the "remaining payout number image" is displayed in a manner based on the "preview information." Therefore, a novel gameplay is realized in which a player who is paying attention to the contents of the "variable display of the special symbol whose start is pending" is made to pay attention to the display manner of the "remaining payout time image" or the "remaining payout number image," thereby making it possible to increase the interest in the game.

[0156] In addition, as described above with reference to Fig. 18(a), in the second modified example, if the "pre-read information" is not specific information, in other words, if the start of the "specific variation" is not on hold, the "remaining payout time image" or the "remaining payout number image" is displayed, but if the "pre-read information" is specific information, in other words, if the start of the "specific variation" is on hold, the "remaining payout time image" or the "remaining payout number image" is not displayed. In this way, a novel gameplay can be realized in which a player who expects the "pre-read information" to be specific information (the start of the specific variation is on hold) is drawn to the attention of whether the "remaining payout time image" or the "remaining payout number image" is displayed, thereby making it possible to increase the interest in the game.

[0157] In addition, as described above with reference to FIG. 18(b), in the second modified example, when the "preview information" is not specific information (when the start of a specific variation is not on hold), after the "remaining payout time image" or "remaining payout number image" is displayed, the display mode of the "remaining payout time image" or the "remaining payout number image" is changed in response to a decrease in the "remaining payout time" or the "remaining payout number image". In contrast, when the "preview information" is specific information (when the start of a specific variation is on hold), after the "remaining payout time image" or the "remaining payout number image" is displayed, the display mode of the "remaining payout time image" or the "remaining payout number image" is not changed in response to a decrease in the "remaining payout time" or the "remaining payout number image". In this way, a novel gameplay can be realized in which a player who is expecting that the "pre-read information" is specific information (that the start of a specific variation is pending) is directed to whether or not the display mode of the "remaining payout time image" or "remaining payout number image" changes in response to a decrease in the "remaining payout time" or "remaining payout number," thereby making it possible to increase interest in the game.

[0158] Furthermore, when the "pre-reading information" is not specific information (when the start of a specific fluctuation is not on hold), the display mode of the "remaining payout time image" or "remaining payout number image" may not be changed in response to a decrease in the "remaining payout time" or "remaining payout number", and when the "pre-reading information" is specific information (when the start of a specific fluctuation is on hold), the display mode of the "remaining payout time image" or "remaining payout number image" may be changed in response to a decrease in the "remaining payout time" or "remaining payout number".

[0159] In addition, as described above with reference to FIG. 19(a), in the second modified example, if the "pre-read information" is not specific information (the start of a specific variation is not on hold), the "remaining payout time image" or "remaining payout number image" is not displayed if the "remaining payout number" is less than 100 (prescribed number), but if the "pre-read information" is specific information (the start of a specific variation is on hold), the "remaining payout time image" or "remaining payout number image" is displayed even if the "remaining payout number" is less than 100 (prescribed number). Therefore, if the "remaining payout time image" or "remaining payout number image" is displayed even if the "remaining payout number" is less than 100 (prescribed number), it is possible to give a sense of surprise to the player, and to make the player recognize that the "pre-read information" is specific information (the start of a specific variation is on hold), which makes it possible to increase the interest in the game. Furthermore, for a player who expects that the "preview information" is specific information (that the start of a specific variation is pending), it is possible to realize a novel gameplay in which the player is made to expect that the "remaining payout time image" or "remaining payout number image" will be displayed even if the "remaining payout number" is less than 100 (the specified number), thereby making it possible to increase interest in the game.

[0160] In addition, as described above with reference to FIG. 19(b), in the second modified example, when the "pre-read information" is not specific information (when the start of a specific variation is not on hold), if the "remaining payout number" is 100 (prescribed number) or more, the "remaining payout time image" or "remaining payout number image" is displayed, but when the "pre-read information" is specific information (when the start of a specific variation is on hold), the "remaining payout time image" or "remaining payout number image" is not displayed even if the "remaining payout number" is 100 (prescribed number) or more. Therefore, if the "remaining payout time image" or "remaining payout number image" is not displayed even though the "remaining payout number" is 100 (prescribed number) or more, it is possible to give a sense of surprise to the player, and to make the player recognize that the "pre-read information" is specific information (the start of a specific variation is on hold), which makes it possible to increase the interest in the game. In addition, for a player who expects that the "pre-read information" is specific information (that the start of a specific variation is pending), a novel gameplay can be realized in which the player is made to expect that the "remaining payout time image" or "remaining payout number image" will not be displayed even when the "remaining payout number" is 100 or more (a specified number), thereby making it possible to increase interest in the game.

[0161] In the above-mentioned embodiment and modified example, the period from the start to the end of the "casual game" can be regarded as the "predetermined period". In addition, the "game balls" can be regarded as the "game medium", and the "remaining number of payouts" and "remaining time to payout" can be regarded as the "remaining number information".

[0162] G. Pachinko Machine 1A: Next, a pachinko machine 1A will be described. The pachinko machine 1A has a different configuration from the above-mentioned pachinko machine 1. In the following description of the pachinko machine 1A, the description of the same configuration as the pachinko machine 1 will be omitted as appropriate.

[0163] G-1.Start screen: In the pachinko machine 1A, when a jackpot game starts, a "start screen (opening screen)" suggesting that the jackpot game is about to start is displayed on the display screen of the performance display device 41 (a so-called opening performance is executed). That is, when a jackpot game starts, after an opening period (for example, 2 seconds) has elapsed, the first round of play starts (the jackpot winning hole 28 is in an open state), and during this opening period, a "start screen (opening screen)" suggesting that the jackpot game is about to start is displayed.

[0164] Here, even in the pachinko machine 1A, it is possible to execute "8R normal hit" and "16R normal hit" in which "normal state" is set after the end of the jackpot game, and "8R high probability hit" and "16R high probability hit" in which "ST state" is set after the end of the jackpot game. In this specification, when "8R normal hit" and "16R normal hit" are not particularly distinguished, they are collectively expressed simply as "normal hit", and when "8R high probability hit" and "16R high probability hit" are not particularly distinguished, they are collectively expressed simply as "high probability hit". Naturally, since "normal state" is set after the end of "normal hit" and "ST state" is set after the end of "high probability hit", for the player, "high probability hit" is a more advantageous jackpot game.

[0165] Therefore, in the pachinko machine 1A, as the above-mentioned "start screen (opening screen)", it is possible to display a "BB start screen" which suggests that the jackpot game which has now started is a "high probability hit", and an "RB start screen" which suggests that the jackpot game which has now started is a "normal hit".

[0166] Of these, as the "BB start screen", as shown in Fig. 20(a), a "BB letter image" which is an image with the letters "big bonus" and an image showing an ally character are displayed. As the "RB start screen", as shown in Fig. 20(b), an "RB letter image" which is an image with the letters "regular bonus" and an image showing an enemy character are displayed. In the drawings from Fig. 20 onwards, the display screen of the performance display device 41 is represented by a simple rectangle.

[0167] In this way, the pachinko machine 1A can display, as the "start screen", a "BB start screen" suggesting that the jackpot game started this time is a "high probability hit", and an "RB start screen" suggesting that the jackpot game started this time is a "normal hit". However, if the jackpot game started this time is a "normal hit", the "RB start screen" is always displayed (with a 100% probability) as the "start screen", but if the jackpot game started this time is a "high probability hit", the "RB start screen" is displayed with a 50% probability as the "start screen", and the "BB start screen" is displayed with a 50% probability.

[0168] That is, even if the jackpot game started this time is a "high probability hit", the "RB start screen" may be displayed as the "start screen" (indicating that it is a normal hit). For example, when a "high probability hit" starts, if a lottery with a 50% probability of winning is held and the lottery is won, or if 50% of the jackpot patterns that trigger the start of the "high probability hit" are displayed, the "RB start screen" is displayed as the "start screen" (otherwise, the BB start screen is displayed).

[0169] G-2. Big Win Performance: Following the display of the "start screen" described above (when the first round of play starts, the display of the "start screen" ends), a "jackpot performance" is started, which indicates that a jackpot play is in progress. When the "BB start screen" is displayed as the "start screen" (when some highly likely wins start), this "jackpot performance" is performed as a "BB performance" which indicates that a "highly likely win" is in progress. In more detail, in the "BB performance", as shown in FIG. 21(a), the "BB character image" displayed on the "BB start screen" is reduced and displayed in the upper left corner of the display screen, and an image (e.g., a video) of an enemy character training is displayed. This "BB performance" is continuously executed until the jackpot play ends, or until the final (8th or 16th) round of play ends.

[0170] In contrast, when an "RB start screen" is displayed as the "start screen" (when some high probability hits or normal hits start), an "RB during performance" is performed as a "big hit performance" to indicate that a "normal hit" is in progress. In more detail, in the "RB during performance", as shown in FIG. 21(b), the "RB character image" displayed on the "RB start screen" is reduced and displayed in the upper left corner of the display screen, and an image (e.g., a video) of an enemy character training is displayed. This type of "RB during performance" is executed until the start of the fifth round of play (in the first through fourth rounds of play).

[0171] In other words, if the "RB in progress performance" starts following the display of the "RB start screen", the "RB in progress performance" ends when the fifth round of play starts. At this timing, the "confrontation performance" starts. This "confrontation performance" is a performance that is performed during the fifth round of play, and is a performance that displays a friendly character competing against an enemy character (playing a game, sport, martial arts, etc.).

[0172] In the "confrontation performance", first, as shown in Fig. 22(a), a "confrontation text image" with the words "confrontation performance" is displayed. After that, as shown in Fig. 22(b), the "confrontation text image" is reduced and displayed in the upper left corner of the display screen, and a scene (e.g., a video) of a friendly character competing against an enemy character is displayed.

[0173] At the end of the "battle performance", a "result performance" is performed to indicate the result of the battle between the ally character and the enemy character. This "result performance" can be a "victory performance" that shows the ally character winning against the enemy character, or a "defeat performance" that shows the ally character losing to the enemy character.

[0174] Here, not only when a "normal hit" is made, but also when a "high probability hit" is made (when some high probability hits are made), the "RB start screen" is displayed, followed by the "RB during performance" and then the "confrontation performance". In other words, the "confrontation performance" may be performed not only during the execution of a "normal hit" but also during the execution of a "high probability hit" (during the execution of some high probability hits).

[0175] Therefore, as shown in FIG. 23(a), if a "confrontation effect" is performed during the execution of a "high probability hit", a "victory effect" is performed as the "result effect". In this case, when the sixth round of play starts, a "BB effect" is started instead of the "RB effect" (instead of the RB effect). This kind of "BB effect" is executed continuously until the big hit game ends or until the final round (the eighth or sixteenth) of play ends.

[0176] In this way, even if the "RB performance" is performed, if the "victory performance" is performed and then the "BB performance" is performed, the suggested big win game will be promoted from "normal hit" to "high probability hit" (benefiting the player). For this reason, the "victory performance" can also be called a "promotion performance".

[0177] On the other hand, as shown in FIG. 23(b), if a "confrontation effect" is performed during the execution of a "normal win", a "defeat effect" is performed as the "result effect". In this case, the "RB during effect" is performed even in the sixth and subsequent rounds of play. Such "RB during effect" is continuously executed until the big win game ends or until the final (eighth or sixteenth) round of play ends.

[0178] G-3. Right-handed image: Here, the big prize winning hole 28, which is open during a big win game (round game), can accept a game ball that is hit from the right. Therefore, if a right hit is not made during a big win game, the player will suffer a disadvantage. Therefore, when a big win game is being played, a "right hit image" that encourages the player to make a right hit is displayed in the upper right corner of the display screen.

[0179] As such a "right hit image", an image with a right-facing arrow and the words "right hit" is displayed as shown in Fig. 24. This "right hit image" can be displayed continuously (or intermittently) even during the display of the "start screen (RB start screen in the figure)" as shown in Fig. 24(a), during the execution of the "big win performance (RB performance in the figure)" as shown in Fig. 24(b), or during the execution of the "confrontation performance" as shown in Fig. 24(c). Note that the illustration of the "right hit image" is omitted in Figs. 20 to 22 described above.

[0180] By displaying a "right hit image" in this manner when a jackpot game is being played, the player can be made to hit to the right while the jackpot game is being played, thereby preventing the player from suffering any disadvantage.

[0181] G-4. Suggesting the possibility of winning using right-hand shot images: Here, in the pachinko machine 1A, when the above-mentioned "confrontation effect" is performed during a jackpot game (when the RB during effect is performed following the RB disclosure screen), it is possible to use the display mode of the "right hit image" to suggest the possibility that a "victory effect" will be performed in the "confrontation effect" (i.e., the possibility that the jackpot game being played is a highly likely hit).

[0182] In this specification, the possibility that the "victory performance" will be performed in the "confrontation performance" is also expressed as the "victory possibility." In addition, since the "victory performance" will be performed in the "confrontation performance" when the jackpot game being played is a "high probability hit," the "victory possibility" can also be understood as the possibility that the jackpot game being played is a "high probability hit."

[0183] For example, in the pachinko machine 1A, a red "right hit image" and a gold "right hit image" can be displayed as the "right hit image." As shown in Fig. 25(a), when the red "right hit image" is displayed, the "winning possibility" is 10% (there is a 90% chance that a losing performance will be displayed), and when the gold "right hit image" is displayed, the "winning possibility" is 50% (there is a 50% chance that a losing performance will be displayed).

[0184] That is, even though the "right hit image" is an image that encourages the player to make a right hit, its color suggests the "possibility of winning." This provides a sense of surprise to the player, making it possible to increase interest in the game. Furthermore, for players who are trying to recognize the "possibility of winning," it is possible to realize a novel gameplay that draws attention not only to the action of hitting to the right that the "right hit image" encourages, but also to the color of the "right hit image," making it possible to increase interest in the game.

[0185] Alternatively, it is possible to display a "right hit image" of a first size and a "right hit image" of a second size (for example, a display size twice the first size) as the "right hit image." Then, as shown in FIG. 25(b), when a "right hit image" of the first size is displayed, the "probability of winning" is 10% (there is a 90% probability that a defeat effect will be displayed), and when a "right hit image" of the second size is displayed, the "probability of winning" is 50% (there is a 50% probability that a defeat effect will be displayed).

[0186] That is, even though the "right hit image" is an image that encourages the player to make a right hit, its display size suggests the "possibility of winning." This provides a sense of surprise to the player, making it possible to increase interest in the game. In addition, for players who are trying to recognize the "possibility of winning," it is possible to realize a novel gameplay that draws attention not only to the action of hitting right that the "right hit image" encourages, but also to the display size of the "right hit image," making it possible to increase interest in the game.

[0187] Alternatively, there are cases where the "right hit image" is displayed in a first position (e.g., the upper right position of the display screen) and cases where the "right hit image" is displayed in a second position (e.g., the lower right position of the display screen). As shown in FIG. 25(c), when the "right hit image" is displayed in the first position, the "probability of winning" is 10% (there is a 90% probability that a defeat effect will be displayed), and when the "right hit image" is displayed in the second position, the "probability of winning" is 50% (there is a 50% probability that a defeat effect will be displayed).

[0188] That is, even though the "right hit image" is an image that encourages the player to make a right hit, its display position suggests the "possibility of winning." This provides a sense of surprise to the player, making it possible to increase interest in the game. Furthermore, for players who are trying to recognize the "possibility of winning," it is possible to realize a novel gameplay that draws attention not only to the act of hitting to the right that the "right hit image" encourages, but also to the display position of the "right hit image," making it possible to increase interest in the game.

[0189] Alternatively, there are cases where the "right hit image" changes in a first change manner (e.g., from red to gold) and cases where the "right hit image" changes in a second change manner (e.g., from gold to red). As shown in FIG. 25(d), when the "right hit image" changes in the first change manner, the "probability of winning" is 10% (there is a 90% probability that a defeat presentation is performed), and when the "right hit image" changes in the second change manner, the "probability of winning" is 50% (there is a 50% probability that a defeat presentation is performed).

[0190] That is, even though the "right hit image" is an image that encourages the player to make a right hit, the way it changes suggests the "possibility of winning." This provides the player with an element of surprise, making it possible to increase interest in the game. Furthermore, for players who are trying to recognize the "possibility of winning," it is possible to realize a novel gameplay that draws attention not only to the act of hitting to the right that the "right hit image" encourages, but also to the way the "right hit image" changes, making it possible to increase interest in the game.

[0191] Here, the probability of executing the suggestion of "chance of winning" described above using Figures 25(a) to (d) may be different depending on the timing (period during which the "right hit image" is displayed).

[0192] For example, as shown in FIG. 26(a), if a "right hit image" is displayed while the "RB start screen" is being displayed (first period), the "possibility of winning" is suggested in the manner described above using FIG. 25(a)-(d), but if a "right hit image" is displayed while the "RB during performance" is being executed (second period), the "possibility of winning" may not be suggested in the manner described above using FIG. 25(a)-(d).

[0193] That is, even though the "right hit image" is an image that encourages the player to make a right hit, the timing of its display indicates whether or not the "possibility of winning" is suggested. This provides a sense of surprise to the player, making it possible to increase interest in the game. Furthermore, for players who are trying to recognize the "possibility of winning," it is possible to realize a novel gameplay that draws attention not only to the act of right hitting encouraged by the "right hit image" but also to the timing of the display of the "right hit image," making it possible to increase interest in the game.

[0194] In addition, for players who are trying to recognize the "possibility of winning," it is possible to realize a novel gameplay feature in which the degree of attention paid to the "right-hit image" can be varied between when the "RB start screen" is displayed (during the first period) and when the "RB during performance" is being executed (during the second period), thereby making it possible to increase interest in the game.

[0195] Alternatively, the reliability of the "chance of winning" suggested in the manner described above using Figures 25(a) to (d) may differ depending on the timing (period during which the "right hit image" is displayed).

[0196] For example, as shown in FIG. 26(b), when a "right hit image" is displayed while the "RB start screen" is being displayed (first period), the reliability of the suggestion of the "winning possibility" described above using FIG. 25(a)-(d) may be higher than when a "right hit image" is displayed while the "RB during performance" is being executed (second period).

[0197] In more detail, if a "right hit image" is displayed while the "RB during performance" is being executed (second period), the "possibility of winning" is suggested in the manner described above using Figure 25(a); however, if a red "right hit image" is displayed while the "RB start screen" is displayed (first period), the "possibility of winning" is 5% (there is a 95% chance that a defeat performance will be performed), and if a gold "right hit image" is displayed while the "RB start screen" is displayed (first period), the "possibility of winning" is 90% (there is a 10% chance that a defeat performance will be performed).

[0198] In other words, the "chance of winning" may be higher when the "right hit image" is displayed in gold while the "RB start screen" is displayed (first period) than when the "right hit image" is displayed in gold while the "RB during performance" is being executed (second period).

[0199] Furthermore, if a "right hit image" is displayed while the "RB during performance" is being executed (second period), the "possibility of winning" is suggested in the manner described above using Figure 25(b); however, if a first-size "right hit image" is displayed while the "RB start screen" is displayed (first period), the "possibility of winning" is 5% (there is a 95% chance that a defeat performance will be performed), and if a second-size "right hit image" is displayed while the "RB start screen" is displayed (first period), the "possibility of winning" is 90% (there is a 10% chance that a defeat performance will be performed).

[0200] In other words, the "chance of winning" may be higher when a second-sized "right-hit image" is displayed while the "RB start screen" is being displayed (first period) than when a second-sized "right-hit image" is displayed while the "RB during performance" is being executed (second period).

[0201] Furthermore, when a "right hit image" is displayed while the "RB during performance" is being executed (second period), the "possibility of winning" is suggested in the manner described above using Figure 25 (c); however, when a "right hit image" is displayed in the first position while the "RB start screen" is displayed (first period), the "possibility of winning" is 5% (there is a 95% chance that a defeat performance will be performed), and when a "right hit image" is displayed in the second position while the "RB start screen" is displayed (first period), the "possibility of winning" is 90% (there is a 10% chance that a defeat performance will be performed).

[0202] In other words, if a "right hit image" is displayed at the second position while the "RB start screen" is being displayed (first period), the "chance of winning" may be higher than if a "right hit image" is displayed at the second position while the "RB during performance" is being executed (second period).

[0203] Furthermore, if the "right hit image" is displayed while the "RB during performance" is being executed (second period), the "possibility of winning" is suggested in the manner described above using Figure 25(d); however, if the "right hit image" changes in the first change manner while the "RB start screen" is displayed (first period), the "possibility of winning" is 5% (the defeat performance is performed with a 95% probability), and if the "right hit image" changes in the second change manner while the "RB start screen" is displayed (first period), the "possibility of winning" is 90% (the defeat performance is performed with a 10% probability).

[0204] In other words, the "chance of winning" may be higher when the "right hit image" changes in the second change manner while the "RB start screen" is displayed (first period) than when the "right hit image" changes in the second change manner while the "RB during performance" is being executed (second period).

[0205] Even in such a case, for a player who is trying to recognize the "possibility of winning," it is possible to realize a novel gameplay in which the degree of attention paid to the "right-hit image" can be varied between when the "RB start screen" is displayed (during the first period) and when the "RB during performance" is being executed (during the second period), thereby making it possible to increase interest in the game.

[0206] In addition, in the pachinko machine 1A, there are cases where the "right hit image" is displayed at a first timing (e.g., while the RB start screen is being displayed) and cases where the "right hit image" is displayed at a second timing (e.g., while the RB mid-performance is being executed). As shown in FIG. 27(a), when the "right hit image" is displayed at the first timing, the "probability of winning" is 10% (there is a 90% probability that the defeat performance will be executed), and when the "right hit image" is displayed at the second timing, the "probability of winning" is 50% (there is a 50% probability that the defeat performance will be executed).

[0207] That is, even though the "right hit image" is an image that encourages the player to make a right hit, the timing of its display suggests the "possibility of winning." This provides a sense of surprise to the player, making it possible to increase interest in the game. Furthermore, for players who are trying to recognize the "possibility of winning," it is possible to realize a novel gameplay that draws attention not only to the act of hitting right that the "right hit image" encourages, but also to the timing of the display of the "right hit image," making it possible to increase interest in the game.

[0208] Alternatively, it is possible to change the display mode of the "right hit image" from a first display mode (e.g., red) to a second display mode (e.g., gold), and there are cases where the display mode of the "right hit image" is changed at a first timing (e.g., while the RB start screen is being displayed) and cases where the "right hit image" is changed at a second timing (e.g., while the RB mid-performance is being executed). As shown in FIG. 27(b), when the "right hit image" changes at the first timing, the "chance of winning" is 10% (there is a 90% chance that a defeat performance will be performed), and when the "right hit image" changes at the second timing, the "chance of winning" is 50% (there is a 50% chance that a defeat performance will be performed).

[0209] That is, even though the "right hit image" is an image that encourages the player to make a right hit, the timing of its change suggests the "possibility of winning." This provides the player with an element of surprise, making it possible to increase interest in the game. Furthermore, for players who are trying to recognize the "possibility of winning," it is possible to realize a novel gameplay that draws attention not only to the act of hitting right that the "right hit image" encourages, but also to the timing of the change in the "right hit image," making it possible to increase interest in the game.

[0210] Furthermore, when the "confrontation effect" is not performed, i.e., when the "BB during effect" is performed following the display of the "BB start screen", the "right hit image" is displayed in a display mode that has a high "chance of winning" among the display modes described above (for example, gold, second size, second position, second change mode, etc.).

[0211] In addition, "right hit" can be perceived as a "specific action," "executing a victory performance" or "setting the ST state" can be perceived as "the occurrence of a specific event," "victory possibility" can be perceived as "occurrence possibility," and the "right hit image" can be perceived as a "reminder image."

[0212] G-5. Variation 1 of Pachinko Machine 1A: Next, a first modified example of the pachinko machine 1A will be described. In the first modified example of the pachinko machine 1A, a "right hit image" is displayed at least during a part of the execution of the "RB performance". Then, the "possibility of winning" is suggested by utilizing the relationship between the "RB character image" and the "right hit image" displayed during the execution of the "RB performance".

[0213] That is, as described above with reference to FIG. 24(b), during the execution of the "RB during performance", a reduced "RB character image" is displayed. Therefore, the relationship between this "RB character image" and the "right hit image" is used to suggest the "possibility of winning".

[0214] In detail, in variant example 1 of pachinko machine 1A, while the "RB during performance" is being executed, the "right hit image" may be displayed to the right (or above) of the "RB letter image" as shown in Figure 28(a), or the "right hit image" may be displayed to the left (or below) of the "RB letter image" as shown in Figure 28(b).

[0215] As shown in FIG. 28(c), when the "right hit image" is displayed on the right side (or above), the "chance of winning" is 10% (there is a 90% chance that a defeat effect will occur), and when the "right hit image" is displayed to the left (or below) of the "RB letter image", the "chance of winning" is 50% (there is a 50% chance that a defeat effect will occur).

[0216] In this way, the "possibility of winning" is suggested by the position (relative position) of the "right hit image" with respect to the "RB letter image", so that for a player trying to recognize the "possibility of winning", it is possible to realize a novel gameplay that makes it possible to focus not only on the action of "hitting right" that the "right hit image" encourages, but also on the position (relative position) of the "right hit image" with respect to the "RB letter image", thereby making it possible to increase interest in the game.

[0217] Alternatively, the probability of executing the suggestion of "possibility of winning" described above with reference to Figs. 25(a) to (d) may be different depending on the position (relative position) of the "right hit image" with respect to the "RB character image".

[0218] For example, as shown in FIG. 29(a), when the "right hit image" is displayed to the right (or above) of the "RB letter image", the "possibility of winning" is not suggested in the manner described above using FIG. 25(a)-(d), but when the "right hit image" is displayed to the left (or below) of the "RB letter image", the "possibility of winning" may be suggested in the manner described above using FIG. 25(a)-(d).

[0219] In this way, for a player trying to recognize the "possibility of winning," it is possible to realize a novel gameplay feature in which the degree of attention paid to the "right hit image" can be varied depending on the position (relative position) of the "right hit image" in relation to the "RB letter image," thereby making it possible to increase interest in the game.

[0220] Alternatively, the reliability of the "chance of winning" suggested in the manner described above with reference to FIGS. 25(a) to (d) may differ depending on the position (relative position) of the "right hit image" with respect to the "RB character image."

[0221] For example, as shown in FIG. 29(b), the reliability of the "chance of winning" suggested in the manner described above using FIG. 25(a)-(d) may be higher when the "right hit image" is displayed to the left (or below) of the "RB letter image" than when the "right hit image" is displayed to the right (or above) of the "RB letter image".

[0222] For example, the "right-hand hit image" is displayed in red (first size) or gold (second size). If the "right-hand hit image" is displayed to the right (or above) of the "RB character image", then if the "right-hand hit image" is red (first size), the "chance of winning" is 10%, and if the "right-hand hit image" is gold (second size), the "chance of winning" is 50%. In contrast, if the "right-hand hit image" is displayed to the left (or below) of the "RB character image", then if the "right-hand hit image" is red (first size), the "chance of winning" is 5%, and if the "right-hand hit image" is gold (second size), the "chance of winning" is 90%.

[0223] In other words, when the "right hit image" is displayed to the left (or below) of the "RB letter image", the "chance of winning" may be higher when the "right hit image" is gold in color than when the "right hit image" is displayed to the right (or above) of the "RB letter image".

[0224] Even in such a case, for a player trying to recognize the "possibility of winning," it is possible to realize a novel gameplay in which the degree of attention paid to the "right hit image" can be varied depending on the position (relative position) of the "right hit image" in relation to the "RB letter image," thereby making it possible to increase interest in the game.

[0225] G-6. Variation 2 of pachinko machine 1A: Next, a second modified example of the pachinko machine 1A will be described. In the second modified example of the pachinko machine 1A, during the execution of the "RB during performance", as shown in FIG. 30(a), the "right hit image" may be displayed superimposed on the front (near side) of the "RB character image". In this case, since the "right hit image" is displayed superimposed on the front (near side) of the "RB character image", a part of the "RB character image" is not displayed, and the "right hit image" is displayed in its entirety. Note that in this specification, such a display mode is also expressed as "the right hit image is displayed in front of the RB character image".

[0226] Also, in the second modified example of the pachinko machine 1A, during the execution of the "RB during performance", the "RB letter image" may be displayed overlapping the front side (near side) of the "right hit image", as shown in Fig. 30(b). In this case, since the "RB letter image" is displayed overlapping the front side (near side) of the "right hit image", a part of the "right hit image" is not displayed, and the "RB letter image" is displayed in its entirety. Note that in this specification, such a display mode is also expressed as "the right hit image is displayed behind the RB letter image".

[0227] In variant example 2 of pachinko machine 1A, as shown in FIG. 30(c), when the "right hit image" is displayed in front of the "RB letter image", the "chance of winning" is 10% (there is a 90% chance that a defeat presentation will be displayed), and when the "right hit image" is displayed behind the "RB letter image", the "chance of winning" is 50% (there is a 50% chance that a defeat presentation will be displayed).

[0228] In this way, the "possibility of winning" is suggested by the overlapping manner of the "right hit image" and the "RB letter image" (the manner in which they are displayed on top of each other), so that for a player who is trying to recognize the "possibility of winning," it is possible to realize a novel gameplay that draws attention not only to the action of "right hit" encouraged by the "right hit image" but also to the overlapping manner of the "right hit image" and the "RB letter image" (the manner in which they are displayed on top of each other), thereby making it possible to increase interest in the game.

[0229] Alternatively, the probability of executing the suggestion of "possibility of winning" described above using Figures 25(a) to (d) may differ depending on the overlapping manner of the "right hit image" and the "RB letter image" (the manner in which they are displayed overlapping each other).

[0230] For example, as shown in FIG. 31(a), when the "right hit image" is displayed in front of the "RB letter image", the "possibility of winning" is not suggested in the manner described above using FIG. 25(a)-(d), but when the "right hit image" is displayed behind the "RB letter image", the "possibility of winning" may be suggested in the manner described above using FIG. 25(a)-(d).

[0231] In this way, for a player trying to recognize the "possibility of winning," it is possible to realize a novel gameplay feature in which the degree of attention paid to the "right-hit image" can be varied depending on the overlapping state of the "right-hit image" and the "RB letter image" (the state when displayed overlapping), thereby making it possible to increase interest in the game.

[0232] Alternatively, the reliability of the "chance of winning" suggested by the manner in which the "right hit image" and the "RB character image" overlap (the manner in which they are displayed overlapping) may differ depending on the manner in which they overlap.

[0233] For example, as shown in FIG. 31(b), the reliability of the "chance of winning" suggested in the manner described above using FIG. 25(a)-(d) may be higher when the "right hit image" is displayed behind the "RB letter image" than when the "right hit image" is displayed in front of the "RB letter image".

[0234] For example, the "right-hit image" is displayed in red (first size) or gold (second size). If the "right-hit image" is displayed in front of the "RB character image", then if the "right-hit image" is red (first size), the "chance of winning" is 10%, and if the "right-hit image" is gold (second size), the "chance of winning" is 50%. In contrast, if the "right-hit image" is displayed behind the "RB character image", then if the "right-hit image" is red (first size), the "chance of winning" is 5%, and if the "right-hit image" is gold (second size), the "chance of winning" is 90%.

[0235] In other words, when the "right hit image" is displayed behind the "RB letter image", the "chance of winning" may be higher when the "right hit image" is gold in color than when the "right hit image" is displayed in front of the "RB letter image".

[0236] Even in such a case, for a player trying to recognize the "possibility of winning," it is possible to realize a novel gameplay in which the degree of attention paid to the "right-hit image" can be varied depending on the overlapping state of the "right-hit image" and the "RB letter image" (the state when displayed overlapping), thereby making it possible to increase interest in the game.

[0237] In addition, in variant example 2 of pachinko machine 1A, the suggested "winning possibility," the probability of execution of the suggestion of the "winning possibility" described above using Figures 25(a) to (d), and the reliability of the "winning possibility" suggested in the manner described above using Figures 25(a) to (d) may differ depending on the degree of overlap between the "right-hit image" and the "RB letter image" (for example, whether the right-hit image is overlapped on the RB letter image, or the percentage of the area of ​​the right-hit image that is overlapped on the RB letter image).

[0238] For example, the greater the degree of overlap between the "right hit image" and the "RB character image" (the proportion of the area where the right hit image is overlapped on the RB character image), the higher the suggested "chance of winning" may be.

[0239] Even in such a case, it is possible to realize novel gameplay by drawing the player's attention, who is trying to recognize the "possibility of winning," to the overlapping manner of the "right-hit image" and the "RB letter image" (the manner in which they are displayed on top of each other), thereby making it possible to increase interest in the game.

[0240] Alternatively, when 10% of the "right hit image" is displayed superimposed on the "RB letter image", the "possibility of winning" is not suggested in the manner described above using Figures 25(a) to (d), but when 30% of the "right hit image" is displayed superimposed on the "RB letter image", the "possibility of winning" may be suggested in the manner described above using Figures 25(a) to (d).

[0241] Even in such a case, it is possible to realize novel gameplay by drawing the player's attention, who is trying to recognize the "possibility of winning," to the overlapping manner of the "right-hit image" and the "RB letter image" (the manner in which they are displayed on top of each other), thereby making it possible to increase interest in the game.

[0242] Alternatively, the reliability of the "chance of winning" suggested in the manner described above using Figures 25(a) to (d) may be higher when 30% of the "right hit image" is displayed superimposed on the "RB letter image" than when 10% of the "right hit image" is displayed superimposed on the "RB letter image".

[0243] For example, the "right-hand hit image" is displayed in red (first size) or gold (second size). If 10% of the "right-hand hit image" is displayed over the "RB character image", then if the "right-hand hit image" is red (first size), the "chance of winning" is 10%, and if the "right-hand hit image" is gold (second size), the "chance of winning" is 50%. In contrast, if 30% of the "right-hand hit image" is displayed over the "RB character image", then if the "right-hand hit image" is red (first size), the "chance of winning" is 5%, and if the "right-hand hit image" is gold (second size), the "chance of winning" is 90%.

[0244] In other words, when 30% of the "right hit image" is displayed superimposed on the "RB letter image", the "chance of winning" may be higher when the "right hit image" is gold in color than when 10% of the "right hit image" is displayed superimposed on the "RB letter image".

[0245] Even in such a case, it is possible to realize novel gameplay that draws attention to the overlapping manner of the "right-hit image" and the "RB letter image" (the manner in which they are displayed on top of each other), thereby making it possible to increase interest in the game.

[0246] In addition, in the modified example 2 of the pachinko machine 1A, the "right hit image" is displayed instead of the "contest character image" during the execution of the "contest performance", and the above-mentioned various information (such as the possibility of winning) may be suggested by the overlapping state (state when displayed overlapping) of the "right hit image" and the "contest character image". In other words, in the modified example 2 of the pachinko machine 1A, the "contest character image" may be adopted instead of the "RB character image".

[0247] G-7. Variation 3 of pachinko machine 1A: Next, a third modified example of the pachinko machine 1A will be described. In the third modified example of the pachinko machine 1A, the execution probability of the suggestion of "possibility of winning" described above using Fig. 25(a)-(d) may be different depending on the number of reserved special symbols (the number of reserved first special symbols or the number of reserved second special symbols, the number of reserved images displayed, and the number of variable displays of special symbols whose start is reserved).

[0248] For example, as shown in Figure 32(a), when the number of reserved special charts is less than three, the "possibility of winning" is not suggested in the manner described above using Figures 25(a) to (d), but when the number of reserved special charts is three or more, the "possibility of winning" may be suggested in the manner described above using Figures 25(a) to (d).

[0249] In this way, for players who are trying to recognize the "possibility of winning," a novel gameplay can be realized in which the degree of attention paid to the "right-hit image" can be varied depending on the number of reserved special charts, thereby making it possible to increase interest in the game.

[0250] Alternatively, the reliability of the "chance of winning" suggested in the manner described above using Figures 25(a) to (d) may differ depending on the number of reserved special symbols (the number of reserved first special symbols or the number of reserved second special symbols, the number of reserved images being displayed, or the number of changing displays of special symbols whose start is pending).

[0251] For example, as shown in Figure 32(b), when the number of reserved special charts is three or more, the reliability of the "chance of winning" suggested in the manner described above using Figures 25(a) to (d) may be higher than when the number of reserved special charts is less than three.

[0252] For example, the "right-hand hit image" is displayed in red (first size) or gold (second size). If the number of reserved special figures is less than three, the "chance of winning" is 10% if the "right-hand hit image" is red (first size), and 50% if the "right-hand hit image" is gold (second size). In contrast, if the number of reserved special figures is three or more, the "chance of winning" is 5% if the "right-hand hit image" is red (first size), and 90% if the "right-hand hit image" is gold (second size).

[0253] In other words, when the number of reserved special charts is three or more, the "chance of winning" may be higher when the color of the "right-hit image" is gold than when the number of reserved special charts is less than three.

[0254] Even in such a case, for a player who is trying to recognize the "possibility of winning," it is possible to realize a novel gameplay in which the degree of attention paid to the "right-hit image" can be varied depending on the number of reserved special charts, thereby making it possible to increase interest in the game.

[0255] G-8. Variation 4 of pachinko machine 1A: Next, a fourth modified example of the pachinko machine 1A will be described. In the fourth modified example of the pachinko machine 1A, the probability of executing the suggestion of "possibility of winning" described above using Figs. 25(a)-(d) may be different depending on the type of reserved special symbol (type of first or second reserved special symbol, type of variable display of the reserved special symbol).

[0256] Here, in the fourth modified example of the pachinko machine 1A, the CPU 221 of the sub-control board 220 can detect whether or not a special symbol reservation (also referred to as a "reach reservation" in this specification) that is a trigger for starting "variable display of special symbols for which a reach performance is performed" is stored. In other words, the CPU 221 of the sub-control board 220 can detect whether or not the start of "variable display of special symbols for which a reach performance is performed" is reserved.

[0257] In variant example 4 of pachinko machine 1A, as shown in Figure 33(a), if "reach pending" is not stored, then "possibility of winning" is not suggested in the manner described above using Figures 25(a) to (d), but if "reach pending" is stored, then "possibility of winning" may be suggested in the manner described above using Figures 25(a) to (d).

[0258] In this way, a novel gameplay can be realized in which a player who is trying to recognize the "winning possibility" is made to pay attention to whether or not a "reach pending" has been stored, thereby making it possible to increase interest in the game.

[0259] Alternatively, the reliability of the "chance of winning" suggested in the manner described above using Figures 25(a) to (d) may differ depending on the type of special pattern reservation (type of first special pattern reservation or second special pattern reservation, type of variable display of special pattern whose start is reserved).

[0260] For example, as shown in FIG. 33(b), when a "reach pending" is stored, the reliability of the "winning probability" suggested in the manner described above using FIG. 25(a)-(d) may be higher than when a "reach pending" is not stored.

[0261] For example, the "right hit image" is displayed in red (first size) or gold (second size). If "reach pending" is not stored, the "winning probability" is 10% if the "right hit image" is red (first size), and the "winning probability" is 50% if the "right hit image" is gold (second size). In contrast, if "reach pending" is stored, the "winning probability" is 5% if the "right hit image" is red (first size), and the "winning probability" is 90% if the "right hit image" is gold (second size).

[0262] In other words, when a "reach pending" is stored, the "chance of winning" may be higher when the color of the "right hit image" is gold than when a "reach pending" is not stored.

[0263] Even in such a case, it is possible to realize a novel gameplay feature in which the player, who is trying to recognize the "possibility of winning," is directed to whether or not a "reach pending" has been stored, thereby making it possible to increase the player's interest in the game.

[0264] G-9. Variation 5 of Pachinko Machine 1A: Next, a fifth modified example of the pachinko machine 1A will be described. In the fifth modified example of the pachinko machine 1A, the probability of the suggestion of "possibility of winning" described above with reference to Figs. 25(a) to (d) may be different depending on the execution mode of the right hit by the player (for example, the start timing of the right hit, etc.).

[0265] Here, in the fifth modified example of the pachinko machine 1A, the "right hit image" is not displayed during the display of the "RB start screen", but is displayed with the start of the "RB during performance". For example, as shown in Fig. 34(a), if the player starts right hitting after the "right hit image" is displayed (during the execution of the RB during performance), the "winning possibility" is not suggested in the manner described above using Figs. 25(a)-(d), but if the player starts right hitting before the "right hit image" is displayed (during the display of the RB start screen), the "winning possibility" may be suggested in the manner described above using Figs. 25(a)-(d).

[0266] This provides a novel gaming experience that makes players who are trying to recognize the "possibility of winning" conscious of the timing of starting to hit to the right, thereby making it possible to increase interest in the game.

[0267] Alternatively, the reliability of the "chance of winning" suggested by the manner in which the player executes the right hit (for example, the timing of the start of the right hit) may differ depending on the manner in which the player executes the right hit.

[0268] For example, as shown in Figure 34(b), the reliability of the "winning possibility" suggested in the manner described above using Figures 25(a) to (d) may be higher when the player starts a right hit before the "right hit image" is displayed (while the RB start screen is displayed) than when the player starts a right hit after the "right hit image" is displayed (while the RB during performance is being executed).

[0269] For example, the "right hit image" is displayed in red (first size) or gold (second size). If the player starts right hitting after the "right hit image" is displayed (during the execution of the RB during performance), if the "right hit image" is red (first size), the "winning possibility" is 10%, and if the "right hit image" is gold (second size), the "winning possibility" is 50%. In contrast, if the player starts right hitting before the "right hit image" is displayed (during the display of the RB start screen), if the "right hit image" is red (first size), the "winning possibility" is 5%, and if the "right hit image" is gold (second size), the "winning possibility" is 90%.

[0270] In other words, when the color of the "right hit image" is gold, the "chance of winning" may be higher if the player starts a right hit before the "right hit image" is displayed (while the RB start screen is displayed) than if the player starts a right hit after the "right hit image" is displayed (while the RB in-game performance is being executed).

[0271] Even in such a case, it is possible to realize a novel gameplay feature that makes the player, who is trying to recognize the "possibility of winning," conscious of the timing of starting the right hit, thereby making it possible to increase the player's interest in the game.

[0272] In addition, in variant example 5 of pachinko machine 1A, the probability of execution of the suggestion of the "possibility of winning" described above using Figures 25(a) to (d) and the reliability of the "possibility of winning" suggested in the manner described above using Figures 25(a) to (d) may differ depending on the time from when the "right-hit image" is displayed to when the right-hit begins (for example, whether it is less than 2 seconds or not).

[0273] For example, if the time between when the "right hit image" is displayed and when the player makes a right hit is less than two seconds, the "possibility of winning" is not suggested in the manner described above using Figures 25(a)-(d), but if the time between when the "right hit image" is displayed and when the player makes a right hit is two seconds or more, the "possibility of winning" may be suggested in the manner described above using Figures 25(a)-(d).

[0274] Even in such a case, it is possible to realize a novel gameplay feature that makes the player, who is trying to recognize the "possibility of winning," conscious of the timing of starting the right hit, thereby making it possible to increase the player's interest in the game.

[0275] Alternatively, the reliability of the "winning probability" suggested in the manner described above using Figures 25(a) to (d) may be higher when the time from when the "right hit image" is displayed until the player makes a right hit is less than two seconds, than when the time from when the "right hit image" is displayed until the player makes a right hit is two seconds or more.

[0276] For example, the "right hit image" is displayed in red (first size) or gold (second size). If the time from when the "right hit image" is displayed until the player makes a right hit is 2 seconds or more, if the "right hit image" is red (first size), the "winning probability" is 10%, and if the "right hit image" is gold (second size), the "winning probability" is 50%. In contrast, if the time from when the "right hit image" is displayed until the player makes a right hit is 2 seconds or more, if the "right hit image" is red (first size), the "winning probability" is 5%, and if the "right hit image" is gold (second size), the "winning probability" is 90%.

[0277] In other words, when the color of the "right hit image" is gold, the "chance of winning" may be higher if the time between when the "right hit image" is displayed and when the player makes a right hit is less than two seconds, than if the time between when the "right hit image" is displayed and when the player makes a right hit is two seconds or more.

[0278] Even in such a case, it is possible to realize a novel gameplay feature that makes the player, who is trying to recognize the "possibility of winning," conscious of the timing of starting the right hit, thereby making it possible to increase the player's interest in the game.

[0279] The above describes the embodiments of the present invention, but the present invention is not limited thereto. As long as the scope of the claims is not deviated from, the scope is not limited to the wording of the claims, and includes the scope that can be easily substituted by a person skilled in the art, and improvements based on the knowledge that a person skilled in the art would normally have can be added as appropriate.

[0280] For example, in the above-mentioned embodiment or modified example, when the "ST state (or electric support state)" ends, the "remaining payout number" or "remaining payout time" may be calculated and the "remaining payout time image" or "remaining payout number image" may be displayed. That is, during the "ST state (or electric support state)", more game balls may be paid out than during the "normal state (or non-electric support state)", and the payout of game balls may continue even after the "ST state (or electric support state)" ends. In such a case, the player may feel uncomfortable about the payout of game balls. Therefore, if the "remaining payout time image" or the "remaining payout number image" is displayed when the "ST state (or electric support state)" ends, it is possible to reduce the discomfort of the player described above.

[0281] For example, in the above-mentioned variant example 2, when the "preview information" is not specific information (when the start of a specific fluctuation is not on hold), the "remaining payout time image" or "remaining payout number image" may be displayed with a first probability (e.g., 90%), and when the "preview information" is specific information (when the start of a specific fluctuation is on hold), the "remaining payout time image" or "remaining payout number image" may be displayed with a second probability (e.g., 10%).

[0282] In addition, in the above-mentioned variant example 2, when the "preview information" is not specific information (when the start of a specific variation is not on hold), the "remaining payout time image" or the "remaining payout number image" may be displayed in a first color (e.g., blue), and when the "preview information" is specific information (when the start of a specific variation is on hold), the "remaining payout time image" or the "remaining payout number image" may be displayed in a second color (e.g., red).

[0283] In addition, in the above-mentioned modified example 2, the "remaining payout time image" or "remaining payout number image" may be more likely to be displayed in a specific manner when the "pre-reading information" is specific information (when the start of a specific fluctuation is on hold) than when the "pre-reading information" is not specific information (when the start of a specific fluctuation is not on hold). For example, when the "pre-reading information" is not specific information (when the start of a specific fluctuation is not on hold), the color of the "remaining payout time image" or "remaining payout number image" may be blue with a probability of 90% and red with a probability of 10%, and when the "pre-reading information" is specific information (when the start of a specific fluctuation is on hold), the color of the "remaining payout time image" or "remaining payout number image" may be blue with a probability of 10% and red with a probability of 90%.

[0284] In addition, in the above-mentioned pachinko machine 1A, the display mode of the "RB start screen" may be used to suggest the "victory possibility." For example, the "RB start screen" may display only enemy characters out of enemy characters and ally characters, or may display both enemy characters and ally characters. The "victory possibility" may be higher when both enemy characters and ally characters are displayed on the "RB start screen" than when only enemy characters are displayed.

[0285] In addition, in the above-mentioned pachinko machine 1A, when a non-electric support state is set with the end of a big win game, or when a non-electric support state is set in place of an electric support state, a "left hit image" may be displayed. The "left hit image" is an image that encourages the player to perform a left hit, and for example, an image of a left-facing arrow with the words "left hit" attached is displayed.

[0286] Furthermore, the display mode of the "left hit image" (color, shape, display position, display size, etc.) may be used to suggest the possibility that a "reach hold" has been stored (the possibility that a reach performance will be performed) or the possibility that a special pattern hold (jackpot hold) that will trigger the start of a "variable display of special patterns in which jackpot patterns are displayed stopped" has been stored (the possibility that a jackpot game will be played).

[0287] Furthermore, in the above-described embodiment, the present invention is applied to a pachinko machine 1 in which a game is played by firing a game ball (game medium) toward a game area 21 formed on a game board 20, but the present invention may also be applied to a slot machine (reel type gaming machine) in which a game is played by rotating a reel having a number of different patterns drawn on its outer periphery (displaying the patterns in a variable manner) after a game medal (game medium) is inserted and then stopping the reel.

[0288] In the above-mentioned embodiment, the present invention is applied to a pachinko machine 1 that pays out game balls supplied from an island facility in a game hall to give the player a profit (game value) as a result of the game. The present invention can be applied to a type of game machine that gives a game profit in a form other than "paying out game balls". For example, the present invention can be applied to a type of pachinko machine that gives a game profit (game value) to a player by storing data indicating the amount of profit (magnitude of game value) corresponding to the entrance of game balls into various ball entrances, and in this case, the same effect as the above-mentioned embodiment can be obtained. As an example of a type of pachinko machine that converts gaming profits (gaming value) into digital data and awards them to players, there are gaming machines that use multiple gaming balls built into the machine by circulating them, specifically, pachinko machines that are configured to return gaming balls that have been discharged onto the back of the gaming board through various ball inlets or outlets to the launch position and then launch them again (so-called sealed gaming machines).

[0289] <Gaming machines A1 to A9 that can be extracted from the above-described embodiments> The pachinko machines of the above-mentioned embodiments can be understood as the following gaming machines A1 to A9.

[0290] <Amusement machine A1> <Summary> It is possible to detect the remaining number of payouts (the number of gaming media that have been confirmed to be paid out but have not yet been paid out). It is possible to suggest "remaining number information", which is information regarding the remaining number of tickets to be paid out. <Claim format> A gaming machine in which a game is played using a gaming medium, a payout means for paying out game media to a player when a predetermined payout condition is met; If there are gaming media that have been confirmed to be paid out but have not yet been paid out at a predetermined timing, the number of gaming media remaining to be paid out, which is the number of such gaming media, can be detected; It is possible to suggest remaining number information which is information related to the remaining number of payouts A gaming machine characterized by:

[0291] In such a gaming machine, when there are gaming media that have been confirmed to be paid out but have not yet been paid out, it is possible to suggest information on the remaining number of gaming media to be paid out (remaining number information). Here, when the number of gaming media to be paid out is large, the payout of gaming media may continue for a long time. In such a case, even if the progress of the game has changed from the situation when the payout of the gaming media was confirmed, the payout of gaming media will continue, making the player feel uncomfortable about the payout of the gaming media. In this regard, since the present gaming machine is capable of suggesting "remaining number information," it is possible to reduce the player's discomfort described above.

[0292] <Amusement machine A2> <Summary> Subordinate to gaming machine A1. "Remaining amount information" is the time required to pay out the remaining amount. <Claim format> In the gaming machine A1, The remaining amount information is the time required to dispense the remaining amount. A gaming machine characterized by:

[0293] In such a gaming machine, when there are gaming media that have been confirmed to be paid out but have not yet been paid out, it is possible to suggest the time required to pay out the gaming media (remaining number to be paid out). In this way, even if the progress of the game has changed from the situation when the payout of the gaming media was confirmed and the payout of the gaming media continues, the player can be made aware of the time until the payout of the gaming media is completed. This makes it possible to reduce the discomfort felt by the player as described above.

[0294] <Amusement machine A3> <Summary> Subordinate to gaming machine A1 and gaming machine A2. "Remaining number information" is indicated when the second period ends. <Claim format> In gaming machine A1 or gaming machine A2, A first period and a second period in which gaming media are more likely to be paid out than in the first period can be set, The remaining amount information is indicated when the second period ends. A gaming machine characterized by:

[0295] In such a gaming machine, a first period and a second period can be set. During the second period, gaming media are more likely to be paid out than during the first period, so a large number of gaming media may be paid out, and as a result, the payout of gaming media may continue even after the end of the second period. In such a case, the player may feel uneasy about the payout of gaming media. In this regard, the gaming machine suggests "remaining number information" when the second period ends, thereby reducing the player's sense of uneasiness described above.

[0296] <Amusement machine A4> <Summary> Subordinate to gaming machine A1 and gaming machine A2. Based on the look-ahead information, it is determined whether or not to suggest "remaining number information." <Claim format> In gaming machine A1 or gaming machine A2, An identification information changing means capable of changing the identification information, which is a change display of the identification information; a specific game execution means for executing a specific game in which the variable ball entrance is in a ball entry enabled state when the identification information is displayed in a specific manner during the variation of the identification information; Equipped with It is possible to detect pre-reading information, which is information related to the identification information change whose start is suspended, The remaining number information is suggested in a manner based on the look-ahead information. A gaming machine characterized by:

[0297] In such a gaming machine, it is possible to detect "information (pre-reading information) related to the variation of the identification information whose start is on hold." Then, the "remaining number information" is suggested in a manner based on this pre-reading information. Therefore, it is possible to realize a novel gaming feature that makes a player who is paying attention to the contents of the "identification information whose start is on hold" pay attention to the suggestive manner of the "remaining number information," thereby making it possible to increase the interest in the game.

[0298] <Amusement machine A5> <Summary> Subordinate to gaming machine A4. If the look-ahead information is specific, do not suggest "remaining number information" <Claim format> In the gaming machine A4, When the pre-read information is specific information, the remaining number information is not suggested. A gaming machine characterized by:

[0299] In such a gaming machine, if the look-ahead information is specific information, the "remaining number information" is not suggested. This allows a novel gaming experience to be realized, which makes the player, who expects the look-ahead information to be specific information, pay attention to whether or not the "remaining number information" is suggested, thereby making it possible to increase the interest of the game.

[0300] <Amusement machine A6> <Summary> Subordinate to gaming machine A1 and gaming machine A2. If the remaining payout amount is less than the specified amount, the "remaining amount information" is not indicated. If the remaining payout amount is greater than or equal to a specified number, "remaining amount information" can be displayed. <Claim format> In gaming machine A1 or gaming machine A2, An identification information changing means capable of changing the identification information, which is a change display of the identification information; a specific game execution means for executing a specific game in which the variable ball entrance is in a ball entry enabled state when the identification information is displayed in a specific manner during the variation of the identification information; Equipped with If the remaining payout amount is less than the specified amount, the remaining amount information is not suggested, When the remaining payout amount is equal to or greater than the specified amount, the remaining amount information can be suggested. A gaming machine characterized by:

[0301] In such a gaming machine, when the remaining number of payouts is large, the payout of the gaming media continues for a long time even after the game progress status has changed from the situation where the payout of the gaming media was confirmed, so it is better to suggest the "remaining number information" in order to reduce the player's discomfort as described above. On the other hand, when the remaining number of payouts is small, the payout of the gaming media ends in a short time after the game progress status has changed from the situation where the payout of the gaming media was confirmed, so even if the "remaining number information" is suggested, the player may not understand the meaning of the "remaining number information". In this regard, in the present gaming machine, when the remaining number of payouts is less than a specified number, the "remaining number information" is not suggested, but when the remaining number of payouts is equal to or greater than the specified number, the "remaining number information" can be suggested. In this way, it is possible to prevent the player from being unable to understand the meaning of the "remaining number information" while reducing the player's discomfort as described above.

[0302] <Amusement machine A7> <Summary> Subordinate to gaming machine A6. When the look-ahead information is specific information, it is possible to suggest "remaining number information" even if the remaining payout number is less than a specified number. <Claim format> In the gaming machine A6, It is possible to detect pre-reading information, which is information related to the identification information change whose start is suspended, When the look-ahead information is specific information, it is possible to suggest the remaining number information even if the remaining payout number is less than the specified number. A gaming machine characterized by:

[0303] In such a gaming machine, it is possible to detect "information (pre-read information) related to the variation of the identification information whose start is pending." As described above, in this gaming machine, normally, when the remaining number of payouts is less than the specified number, the "remaining number information" is not suggested, but when the pre-read information is specific information, the "remaining number information" may be suggested even when the remaining number of payouts is less than the specified number. Therefore, when the "remaining number information" is suggested even when the remaining number of payouts is less than the specified number, it is possible to give a sense of surprise to the player, and to make the player recognize that the pre-read information is specific information, thereby making it possible to increase the interest in the game. In addition, for a player who expects the pre-read information to be specific information, it is possible to realize a novel gameplay in which the player is made to expect the "remaining number information" to be suggested even when the remaining number of payouts is less than the specified number, making it possible to increase the interest in the game.

[0304] <Amusement machine A8> <Summary> Subordinate to gaming machine A6. When the look-ahead information is specific information, it is possible not to suggest "remaining number information" even if the remaining payout number is equal to or greater than a specified number. <Claim format> In the gaming machine A6, It is possible to detect pre-reading information, which is information related to the identification information change whose start is suspended, When the look-ahead information is specific information, it is possible not to suggest the remaining number information even if the remaining payout number is equal to or greater than the specified number. A gaming machine characterized by:

[0305] In such a gaming machine, it is possible to detect "information (pre-read information) related to the change in the identification information whose start is pending." As described above, in this gaming machine, normally, when the remaining payout number is equal to or greater than a specified number, the "remaining number information" is suggested, but when the pre-read information is specific information, the "remaining number information" may not be suggested even when the remaining payout number is equal to or greater than a specified number. Therefore, when the "remaining number information" is not suggested even when the remaining payout number is equal to or greater than a specified number, it is possible to give a sense of surprise to the player, and to make the player recognize that the pre-read information is specific information, thereby making it possible to increase the interest in the game. In addition, for a player who expects the pre-read information to be specific information, it is possible to realize a novel gameplay in which the player is made to expect that the "remaining number information" is not suggested even when the remaining payout number is equal to or greater than a specified number, thereby making it possible to increase the interest in the game.

[0306] <Amusement machine A9> <Summary> Subordinate to gaming machine A1 and gaming machine A2. The "remaining number information" is indicated when a specific game ends. <Claim format> In gaming machine A1 or gaming machine A2, An identification information changing means capable of changing the identification information, which is a change display of the identification information; a specific game execution means for executing a specific game in which the variable ball entrance is in a ball entry enabled state when the identification information is displayed in a specific manner during the variation of the identification information; Equipped with The remaining number information is indicated when the specific game ends. A gaming machine characterized by:

[0307] In such a gaming machine, a special game can be executed. During the execution of the special game, the variable ball entrance is in a state in which balls can be entered, and therefore a large number of game media may be dispensed, and as a result, the payout of game media may continue even after the special game has ended. In such a case, the player may feel uneasy about the payout of game media. In this regard, in this gaming machine, the "remaining number information" is suggested when the special game has ended, so that the player's feeling of uneasiness described above can be alleviated.

[0308] <Amusement machine A10> <Summary> Subordinate to gaming machine A9. The "remaining number information" is suggested when the "number of times a specific game has been played in a specified period" is equal to or greater than a specified number. <Claim format> In the gaming machine A9, The remaining number information is indicated when the number of times the specific game is played during a predetermined period is equal to or greater than a specified number. A gaming machine characterized by:

[0309] In such a gaming machine, the "remaining number information" is suggested when the "number of times a specific game is executed in a specified period" is equal to or greater than a specified number. Here, during the execution of a specific game, the variable ball entrance is in a state where balls can be entered, and therefore a large number of game media are paid out. In particular, when multiple specific games are executed in succession, the payout of game media is likely to continue even after the multiple specific games have ended. In such a case, the player feels uneasy about the payout of game media. In this regard, in the gaming machine, the "remaining number information" is suggested when the "number of times a specific game is executed in a specified period" is equal to or greater than a specified number, so that the player's sense of uneasiness described above can be reduced.

[0310] <Amusement machine A11> <Summary> Subordinate to gaming machine A1 and gaming machine A2. "Remaining number information" is indicated when the advantageous state ends. <Claim format> In gaming machine A1 or gaming machine A2, a game state setting means for setting an unfavorable state and an advantageous state in which game media are more likely to be paid out than in the unfavorable state; Equipped with The remaining number information is indicated when the advantageous state ends. A gaming machine characterized by:

[0311] In such a gaming machine, an advantageous state can be set. In an advantageous state, gaming media are more likely to be paid out than in an unfavorable state, so a large number of gaming media may be paid out, and as a result, the payout of gaming media may continue even after the advantageous state ends. In such a case, the player may feel uneasy about the payout of gaming media. In this regard, the gaming machine suggests "remaining number information" when the advantageous state ends, so that the player's feeling of uneasiness can be alleviated.

[0312] <Gaming machines B1 to B8 that can be extracted from the above-described embodiments> The pachinko machine of the above-mentioned embodiment can be regarded as the following gaming machines B1 to B8.

[0313] <Gaming machine B1> <Summary> The display mode of the prompt image can be used to suggest the possibility of occurrence (the possibility of a particular event occurring). <Claim format> A gaming machine for playing a game using a gaming medium, A prompting image for prompting a player to perform a specific action can be displayed; The display mode of the prompting image can be used to suggest the possibility of a specific event occurring. A gaming machine characterized by:

[0314] In such gaming machines, a prompting image may be displayed. Since this prompting image is an image that prompts the player to perform a specific action, the display format is naturally constant, and thus, although the player may pay attention to the specific action that the image prompts, the player will not pay attention to the display format.

[0315] In this regard, in the present gaming machine, the possibility of a specific event occurring, that is, the possibility of occurrence, may be suggested by the display mode of the prompting image. This can provide a sense of surprise to the player, making it possible to increase interest in the game. In addition, for players who are trying to recognize the possibility of occurrence, it is possible to realize a novel gameplay that draws attention not only to the specific action prompted by the prompting image, but also to the display mode of the prompting image, making it possible to increase interest in the game.

[0316] <Gaming Machine B2> <Summary> Subordinate to gaming machine B1. The prompting image is an image that prompts the player to shoot the game ball so that it flows down a specified area. <Claim format> In the gaming machine B1, The game is played by shooting a game ball toward a game area formed on a game board, The prompting image is an image that prompts the player to shoot the game ball so that it flows down a predetermined area. A gaming machine characterized by:

[0317] In this type of gaming machine, since the prompting image is "an image that encourages the player to shoot the gaming ball so that it flows down a specified area," it goes without saying that its display format is constant, and thus, while the image may draw the player's attention to the specific action that it encourages, it does not draw the player's attention to the display format.

[0318] In this regard, in this gaming machine, even though the prompting image is "an image that encourages the player to launch a gaming ball so that it flows down a specified area," the display mode of the image may suggest the possibility of the event occurring. This provides a sense of surprise to the player, making it possible to increase interest in the game. In addition, for players who are trying to recognize the possibility of the event occurring, it is possible to realize a novel gameplay that draws attention not only to the specific action encouraged by the prompting image (launching a gaming ball so that it flows down a specified area) but also to the display mode of the prompting image, thereby making it possible to increase interest in the game.

[0319] <Gaming Machine B3> <Summary> Subordinate to gaming machine B1 and gaming machine B2. The display position of the reminder image can be used to suggest the possibility of occurrence. <Claim format> In gaming machine B1 or gaming machine B2, The display position of the prompt image can be used to suggest the possibility of the occurrence. A gaming machine characterized by:

[0320] In such gaming machines, the possibility of occurrence may be suggested by the display position of the prompting image, so that for players who are trying to recognize the possibility of occurrence, it is possible to realize a novel gaming feature that draws attention not only to the specific action prompted by the prompting image but also to the display position of the prompting image, thereby making it possible to increase interest in the game.

[0321] <Gaming Machine B4> <Summary> Subordinate to gaming machine B1 and gaming machine B2. The way the prompt image changes can be used to suggest the possibility of occurrence. <Claim format> In gaming machine B1 or gaming machine B2, The possibility of occurrence can be suggested by utilizing the change in the prompting image. A gaming machine characterized by:

[0322] In such gaming machines, the possibility of occurrence may be suggested by the manner in which the prompting image changes, so that for players who are trying to recognize the possibility of occurrence, it is possible to realize a novel gaming experience in which the player is drawn to not only the specific action prompted by the prompting image, but also the manner in which the prompting image changes, thereby making it possible to increase the player's interest in the game.

[0323] <Amusement machine B5> <Summary> Subordinate to gaming machine B1 and gaming machine B2. The timing of the display of the reminder image can be used to suggest the possibility of occurrence. <Claim format> In gaming machine B1 or gaming machine B2, The occurrence possibility can be suggested by utilizing the display timing of the prompt image. A gaming machine characterized by:

[0324] In such gaming machines, the possibility of occurrence may be suggested by the timing of the prompting image being displayed. Therefore, for players who are trying to recognize the possibility of occurrence, it is possible to realize a novel gaming feature that draws attention not only to the specific action prompted by the prompting image but also to the timing of the prompting image being displayed, thereby making it possible to increase interest in the game.

[0325] <Gaming machine B6> <Summary> Subordinate to gaming machine B1 and gaming machine B2. The positional relationship between the prompt image and the specific image can be used to suggest the possibility of occurrence. <Claim format> In gaming machine B1 or gaming machine B2, A specific image can be displayed in parallel with the prompt image, The positional relationship between the prompt image and the specific image can be used to suggest the possibility of occurrence. A gaming machine characterized by:

[0326] In such gaming machines, a specific image may be displayed in parallel with a prompting image, and the possibility of occurrence may be suggested by the positional relationship between the prompting image and the specific image. Therefore, for players who are trying to recognize the possibility of occurrence, it is possible to realize a novel gameplay that draws attention not only to the specific action prompted by the prompting image, but also to the positional relationship between the prompting image and the specific image, thereby making it possible to increase interest in the game.

[0327] <Gaming machine B7> <Summary> Subordinate to gaming machine B1 and gaming machine B2. It is possible to "suggest the possibility of occurrence by using the display mode of a prompting image" in a manner based on "the number of identification information changes whose initiation is pending." <Claim format> In gaming machine B1 or gaming machine B2, It is possible to perform an identification information change, which is a change display of the identification information, The suggestion of the occurrence possibility can be executed by utilizing the display mode of the prompt image in a mode based on the number of the identification information changes whose initiation is pending. A gaming machine characterized by:

[0328] In such gaming machines, "the possibility of occurrence is suggested by using the display mode of the prompting image" in a mode based on "the number of identification information variations whose start is pending." Therefore, for players who are trying to recognize the possibility of occurrence, it is possible to realize a novel gameplay that draws attention not only to the specific action prompted by the prompting image but also to "the number of identification information variations whose start is pending," and it is possible to increase interest in the game.

[0329] <Amusement machine B8> <Summary> Subordinate to gaming machine B1 and gaming machine B2. It is possible to "indicate the possibility of occurrence by using the display mode of the prompting image" in a manner based on "the type of identification information change whose initiation is pending." <Claim format> In gaming machine B1 or gaming machine B2, It is possible to perform an identification information change, which is a change display of the identification information, The indication of the possibility of occurrence can be executed by utilizing the display mode of the prompt image in a mode based on the type of the identification information change whose initiation is pending. A gaming machine characterized by:

[0330] In such gaming machines, "the possibility of occurrence is suggested by using the display mode of the prompting image" in a mode based on "the type of identification information variation the start of which is pending." Therefore, for players who are trying to recognize the possibility of occurrence, it is possible to realize a novel gameplay that draws attention not only to the specific action prompted by the prompting image but also to "the type of identification information variation the start of which is pending," thereby making it possible to increase interest in the game. [Industrial Applicability]

[0331] The present invention can be applied to gaming machines used in game halls. [Explanation of symbols]

[0332] 1... Pachinko machine (gaming machine), 20... gaming board, 28... big prize opening (variable ball entry opening), 40... performance opening, 41... performance display device, 200... main control board, 201... CPU (identification information varying means, specific game execution means, advantageous state setting means, payout means, game state setting means), 220... sub-control board, 221... CPU, 240... payout control board (payout means).

Claims

1. A gaming machine for playing a game using a gaming medium, A prompting image for prompting a player to perform a specific action can be displayed; The display mode of the prompting image can be used to suggest the possibility of a specific event occurring. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The game is played by shooting a game ball toward a game area formed on a game board, The prompting image is an image that prompts the player to shoot the game ball so that it flows down a predetermined area. A gaming machine characterized by:

3. 3. The gaming machine according to claim 1, The display position of the prompt image can be used to suggest the possibility of the occurrence. A gaming machine characterized by:

4. 3. The gaming machine according to claim 1, The possibility of occurrence can be suggested by utilizing the change in the prompting image. A gaming machine characterized by:

5. 3. The gaming machine according to claim 1, The occurrence possibility can be suggested by utilizing the display timing of the prompt image. A gaming machine characterized by:

6. 3. The gaming machine according to claim 1, A specific image can be displayed in parallel with the prompt image, The positional relationship between the prompt image and the specific image can be used to suggest the possibility of the occurrence. A gaming machine characterized by:

7. 3. The gaming machine according to claim 1, It is possible to perform an identification information change, which is a change display of the identification information, The suggestion of the occurrence possibility can be executed by utilizing the display mode of the prompt image in a mode based on the number of the identification information changes whose initiation is pending. A gaming machine characterized by:

8. 3. The gaming machine according to claim 1, It is possible to perform an identification information change, which is a change display of the identification information, The indication of the possibility of occurrence can be executed by utilizing the display mode of the prompt image in a mode based on the type of the identification information change whose initiation is pending. A gaming machine characterized by:

Citation Information

Patent Citations

  • Pinball game machine

    JP2008178756A