Game machine

JP2025030352APending Publication Date: 2025-03-07SANSEI R&D KK
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Patent Information

Application Number
JP2023135570
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-23
Publication Date
2025-03-07

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、演出を通じて遊技の興趣向上に寄与する遊技機を提供することが可能となる。

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Abstract

To provide a game machine that contributes to increasing the interest of a game through a performance.SOLUTION: A game board 1 is provided with a first start port 11 through which game balls can enter. When game balls enter the first start port 11, a performance control microcomputer 121 can display a reservation icon HA in a reservation icon display area 50d. When the reservation icon HA is displayed, either a first abetting notice in which a main character image G200 is displayed or a second abetting notice in which an ally character image G208 is displayed may be performed, in addition to the reservation icon HA.SELECTED DRAWING: Figure 24
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Description

[Technical field]

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

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

[0003] In addition, in the gaming machine, a performance is performed using reserved symbols that indicate the right to receive a judgment. For example, in the gaming machine of the following Patent Document 1, a reserved change performance that changes the display mode of the reserved symbols displayed on the liquid crystal display is performed. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2017-131646 A Summary of the Invention [Problem to be solved by the invention]

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

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

[0007] The gaming machine disclosed in this specification is characterized in that it comprises a winning opening into which a gaming ball can enter, and an effect execution means for executing an effect using an effect means including a predetermined display means, and that the effect execution means is capable of displaying a predetermined icon on the display means in response to a gaming ball entering the winning opening, and that when the predetermined icon is displayed, a specific display may be displayed on the display means. Effect of the Invention

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

[0009] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] FIG. 13A is an explanatory diagram showing the types of game states, and FIG. 13B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Diagram 5] FIG. 2 is an explanatory diagram showing types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 7] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 8] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11] An explanatory diagram showing a specific example of a movable object performance. [Figure 12] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a block diagram of parts relating to control of the gaming machine. [Figure 14] 13 is a specific example of a fluctuation pattern determination table. [Figure 15] 13 is a specific example of a look-ahead determination table. [Figure 16] 13 is a specific example of a pattern determination table. [Figure 17] FIG. 2 is an explanatory diagram showing a specific example of a main control unit. [Figure 18] 13 is a specific example of a look-ahead A determination table. [Figure 19] FIG. 13 is an explanatory diagram showing a specific example of a hold icon. [Figure 20] FIG. 2 is an explanatory diagram showing a specific example of a performance control unit. [Figure 21] (A) is a pending icon change notice selection table, and (B) is a pending icon change teaser notice selection table. [Figure 22] This is an explanatory diagram showing a first specific example of a pending icon change notice. [Figure 23] An explanatory diagram showing a second specific example of a hold icon change notice. [Figure 24] This is an explanatory diagram showing a specific example of the first promotional notice. [Diagram 25] An explanatory diagram showing a specific example of the second promotional notice. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0128] First Embodiment The first embodiment will be described below with reference to Figures 17 to 25. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.

[0129] First, a description will be given of a look-ahead pattern that can be selected by the game control microcomputer 101. As shown in Fig. 17, a look-ahead A determination table 103b2 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select a look-ahead pattern using the look-ahead A determination table 103b2.

[0130] Fig. 18 is a diagram showing the contents of the look-ahead A determination table 103b2. The game control microcomputer 101 selects the type of look-ahead pattern based on the look-ahead determination result (including the fluctuation pattern advance determination result) regardless of the current game state and the type of starting hole. As the types of look-ahead patterns, there are six types of look-ahead patterns, "SHP001A1", "SHP001A2", "SHP002A1", "SHP002A2", "SHP002A3", and "SHP003A", as shown in Fig. 18.

[0131] Specifically, when the result of the look-ahead judgment is "look-ahead winning", if the result of the fluctuation pattern advance judgment is "THP001", the look-ahead pattern "SHP001A1" is selected, and if it is "THP002", the look-ahead pattern "SHP001A2" is selected. Note that "SHP001A1" is called the "SPSP jackpot look-ahead pattern" and "SHP001A2" is called the "SP jackpot look-ahead pattern".

[0132] In addition, if the result of the look-ahead judgment is "look-ahead non-winning", if the result of the fluctuation pattern advance judgment is "THP011", the look-ahead pattern of "SHP002A1" is selected, if it is "THP012", the look-ahead pattern of "SHP002A2" is selected, if it is "THP013", the look-ahead pattern of "SHP002A3" is selected, if it is "THP021" or "THP022", the look-ahead pattern of "SHP003A" is selected. Note that "SHP002A1" is called the "SPSP reach miss look-ahead pattern", "SHP002A2" is called the "SP reach miss look-ahead pattern", "SHP002A3" is called the "N reach miss look-ahead pattern", and "SHP003A" is called the "normal miss look-ahead pattern".

[0133] In the first embodiment, the read-ahead A determination table 103b2 shown in FIG. 18 is used, but the read-ahead A determination table 103b2 and the read-ahead determination table 103b1 shown in FIG. 15 may be used in combination.

[0134] Next, the hold icon HA that the performance control microcomputer 121 can display in the hold performance will be described with reference to Fig. 19. As described above, the performance control microcomputer 121 can display the hold icon HA in the hold icon display area 50d in response to the special chart 1 hold being stored in the hold performance (see Fig. 10). The performance control microcomputer 121 can display the hold icon HA by referring to the look-ahead pattern selected by the look-ahead A determination table 103b2. There are four types of display modes of the hold icon HA, icon A to icon D.

[0135] 19, icon A, icon B, icon C, and icon D each consist of only a sun-shaped image. Icon A displays the sun-shaped image in yellow, icon B displays the sun-shaped image in blue, icon C displays the sun-shaped image in green, and icon D displays the sun-shaped image in red.

[0136] When the game ball enters the first starting hole 11, the performance control microcomputer 121 refers to the look-ahead pattern selected by the look-ahead A determination table 103b2 and displays a reserved icon HA of any of icons A to D in the reserved icon display area 50d.

[0137] Next, a description will be given of the look-ahead performance that the performance control microcomputer 121 can execute according to the look-ahead pattern selected by the game control microcomputer 101. The performance control microcomputer 121 can execute the following look-ahead performances in the reserved performance.

[0138] A. Pending icon change notice The "reserved icon change notice" is an effect that may be performed when the reserved icon HA is displayed, and is a notice effect in which the display mode of the reserved icon HA changes. The "reserved icon change notice" is more likely to occur when the result of the look-ahead judgment is a "pre-read win" than when the look-ahead judgment is a "pre-read non-win", so it functions as an effect suggesting that there is a high possibility of a jackpot game being played. In addition, the "reserved icon change notice" is more likely to occur when the look-ahead pattern is an "SPSP jackpot look-ahead pattern" or an "SPSP reach miss look-ahead pattern" than when the look-ahead pattern is an "SP jackpot look-ahead pattern" or an "SP reach miss look-ahead pattern", so it also functions as an effect suggesting that there is a high possibility of development into an "SPSP reach".

[0139] B. Hold icon change teasing notice The "Hold Icon Change Prompt Announcement" is an effect that may be performed when the hold icon HA is displayed, and is a provocative effect that attempts to change the display mode of the hold icon HA. Since the "Hold Icon Change Prompt Announcement" may be performed afterwards, it functions as an effect suggesting that the "Hold Icon Change Prompt Announcement" may be performed, or an effect suggesting that the display mode of the hold icon HA may change.

[0140] BA. First teaser announcement The "first teasing announcement" is a type of "pending icon change teasing announcement", and is a teasing announcement in which the main character attempts to change the display mode of the pending icon HA.

[0141] BB. Second teaser announcement The "second provocation notice" is a type of "pending icon change provocation notice", and is a provocation notice in which an ally character attempts to change the display mode of the pending icon HA.

[0142] Next, the "reserved icon change notice" will be specifically described. The performance control microcomputer 121 can execute the "reserved icon change notice" for the reserved icon HA of the special chart 1 reserved whose pre-reading pattern is "SPSP big win pre-reading pattern", "SPSP reach miss pre-reading pattern", "SP big win pre-reading pattern", or "SP reach miss pre-reading pattern".

[0143] As shown in Fig. 20, the performance control microcomputer 121 stores a reserved icon change notice selection table 123a1 in the performance storage unit 121b. The performance control microcomputer 121 can use the reserved icon change notice selection table 123a1 to select whether or not to execute a "reserved icon change notice", the type of change pattern when the "reserved icon change notice" is executed, and the type of non-change pattern when the "reserved icon change notice" is not executed. There are four types of change patterns, change pattern A to change pattern D, and there are two types of non-change patterns, non-change pattern A to non-change pattern B.

[0144] Change pattern A is a change pattern in which the display mode of the hold icon HA changes from icon A to icon C, change pattern B is a change pattern in which the display mode of the hold icon HA changes from icon A to icon D, change pattern C is a change pattern in which the display mode of the hold icon HA changes from icon B to icon C, and change pattern D is a change pattern in which the display mode of the hold icon HA changes from icon B to icon D.

[0145] In addition, non-change pattern A is a non-change pattern in which the display mode of the hold icon HA does not change from icon A, and non-change pattern B is a non-change pattern in which the display mode of the hold icon HA does not change from icon B.

[0146] 21(A) is a diagram showing the contents of the reserved icon change notice selection table 123a1. The performance control microcomputer 121 refers to the type of the look-ahead pattern and selects whether to execute the "reserved icon change notice", the type of change pattern when the "reserved icon change notice" is executed, and the type of non-change pattern when the "reserved icon change notice" is not executed.

[0147] Specifically, when the look-ahead pattern is the "SPSP jackpot look-ahead pattern" (SHP001A1), the following rates are selected: change pattern A will have its "pending icon change notice" executed 5%, change pattern B will have its "pending icon change notice" executed 10%, change pattern C will have its "pending icon change notice" executed 20%, change pattern D will have its "pending icon change notice" executed 25%, non-change pattern A will have its "pending icon change notice" not executed 20%, and non-change pattern B will have its "pending icon change notice" not executed 20% of the time.

[0148] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1), the selection rate is 3% for change pattern A to be executed, 2% for change pattern B to be executed, 10% for change pattern C to be executed, 5% for change pattern D to be executed, 40% for non-change pattern A to be executed, and 40% for non-change pattern B to be executed.

[0149] In addition, when the predictive pattern is the "SP jackpot predictive pattern" (SHP001A2), the following selection rates will be used: change pattern A will have its "pending icon change notice" executed 5%, change pattern B will have its "pending icon change notice" executed 10%, change pattern C will have its "pending icon change notice" executed 15%, change pattern D will have its "pending icon change notice" executed 20%, non-change pattern A will have its "pending icon change notice" not executed 25%, and non-change pattern B will have its "pending icon change notice" not executed 25% of the time.

[0150] In addition, when the predictive pattern is the "SP reach miss predictive pattern" (SHP002A2), the selection rate for execution of change pattern A's "pending icon change notice" is 2%, for change pattern B's "pending icon change notice" is 1%, for change pattern C's "pending icon change notice" is 5%, for change pattern D's "pending icon change notice" is 2%, for non-change pattern A's "pending icon change notice" is not executed 45%, and for non-change pattern B's "pending icon change notice" is not executed 45% of the time.

[0151] In addition, when the pre-reading pattern is the "N-reach miss pre-reading pattern" (SHP002A3) or the "normal miss pre-reading pattern" (SHP003A), the non-execution of the "reserved icon change notice" of non-change pattern A is selected 50% of the time, the non-execution of the "reserved icon change notice" of non-change pattern B is selected 50% of the time, and the execution of the "reserved icon change notice" of change pattern A to change pattern D is not selected.

[0152] In other words, when a pre-reading pattern that has been judged to be a "pre-reading win" is selected, the execution of the "reserve icon change notice" of change pattern B is set to be more likely to be selected than the execution of the "reserve icon change notice" of change pattern A, and the "reserve icon change notice" of change pattern B (a change from icon A to icon D) functions as a presentation that suggests that there is a higher possibility of a jackpot being played than the "reserve icon change notice" of change pattern A (a change from icon A to icon C).

[0153] In addition, when a pre-reading pattern that has been judged to be a "pre-reading win" is selected, the execution of the "reserve icon change notice" of change pattern D is set to be more likely to be selected than the execution of the "reserve icon change notice" of change pattern C, and the "reserve icon change notice" of change pattern D (a change from icon B to icon D) functions as a presentation that suggests that there is a higher possibility of a jackpot game being played than the "reserve icon change notice" of change pattern C (a change from icon B to icon C).

[0154] In addition, the system is set so that the execution of the "Pending Icon Change Notice" is more likely to be selected when a pre-reading pattern corresponding to a fluctuation pattern including "SPSP Reach" is selected in the pre-determination of the fluctuation pattern for the look-ahead judgment than when a pre-reading pattern corresponding to a fluctuation pattern not including "SPSP Reach" is selected, and the "Pending Icon Change Notice" functions as a presentation that suggests that the game is likely to develop into an "SPSP Reach".

[0155] In addition, when the "Pending Icon Change Notification" is executed, the change patterns are set to be more likely to be selected than change patterns A and B, and icon B can be said to be a pending icon HA whose display mode is more likely to change than icon A.

[0156] The selection ratio indicated by the pending icon change notice selection table 123a1 shown in FIG. 21(A) can be changed as appropriate.

[0157] When the performance control microcomputer 121 executes the "reserved icon change notice", it executes the "reserved icon change notice" in the hold performance in the change pattern selected by the hold icon change notice selection table 123a1.

[0158] 22(A) to 22(D) and 23(A) to 23(D) are diagrams showing how the "reserved icon change notice" is performed. Here, the reserved icon HA corresponding to the number of reserved items in the special chart 1 of "3" is displayed in the reserved icon display area 50d, and the "reserved icon change notice" is performed on this reserved icon HA.

[0159] When the game ball enters the first starting hole 11 during the variable display of the special chart and the number of reserved special charts 1 becomes "3", the reserved icon HA is displayed in the third display area 50d3. At this time, if either the change pattern A or the change pattern B is selected by the reserved icon change notice selection table 123a1, as shown in FIG. 22(A), the icon A of a yellow image in the shape of the sun is displayed in the third display area 50d3.

[0160] After that, when the variable display of the special chart ends and the variable display of the next special chart starts, the icon A moves to the second display area 50d2 as shown in FIG. 22(B). Then, when a predetermined time (for example, 2 seconds) has elapsed since the icon A moved to the second display area 50d2, a "reserved icon change notice" of change pattern A or change pattern B is made. Note that, if a game ball enters the first start hole 11 before the "reserved icon change notice" of change pattern A or change pattern B is made and a new reserved icon HA is displayed, a "reserved icon change teasing notice" may be made, but the details of the "reserved icon change teasing notice" will be described later.

[0161] In the "hold icon change notice" of change pattern A, as shown in FIG. 22(C), the display mode of the hold icon HA changes from icon A to icon C (changing from yellow to green), while in the "hold icon change notice" of change pattern B, as shown in FIG. 22(D), the display mode of the hold icon HA changes from icon A to icon D (changing from yellow to red). At this time, an effect image G400a indicating that the display mode of the hold icon HA has changed is displayed near the second display area 50d2, and a sound effect indicating that the display mode of the hold icon HA has changed is output from the speaker 52. In other words, whether the icon A changes to icon C or the icon A changes to icon D, the shape of the image of the sun does not change, and only the display color of the image of the sun changes.

[0162] On the other hand, when either change pattern C or change pattern D is selected by the pending icon change notice selection table 123a1, icon B, which is a blue image in the shape of the sun, is displayed in the third display area 50d3, as shown in FIG. 23(A).

[0163] After that, when the variable display of the special chart ends and the variable display of the next special chart starts, the icon D moves to the second display area 50d2 as shown in Fig. 23(B). Then, when a predetermined time (e.g., 2 seconds) has elapsed since the icon B moved to the second display area 50d2, a "reserved icon change notice" of change pattern C or change pattern D is performed. Note that even if a new reserved icon HA is displayed before the "reserved icon change notice" of change pattern C or change pattern D is performed, a "reserved icon change teasing notice" may be performed.

[0164] In the "hold icon change notice" of change pattern C, as shown in FIG. 23(C), the display mode of the hold icon HA changes from icon B to icon C (changing from blue to green), while in the "hold icon change notice" of change pattern D, as shown in FIG. 23(D), the display mode of the hold icon HA changes from icon B to icon D (changing from yellow to red). At this time, an effect image G400a indicating that the display mode of the hold icon HA has changed is displayed near the second display area 50d2, and a sound effect indicating that the display mode of the hold icon HA has changed is output from the speaker 52. In other words, whether the icon changes from icon B to icon C or from icon B to icon D, the shape of the image of the sun does not change, and only the display color of the image of the sun changes.

[0165] Also, although not shown, when non-execution of the ``Pending Icon Change Notification'' of non-change pattern A is selected by the pending icon change notification selection table 123a1, icon A is displayed in the pending icon display area 50d, whereas when non-execution of the ``Pending Icon Change Notification'' of non-change pattern B is selected by the pending icon change notification selection table 123a1, icon B is displayed in the pending icon display area 50d.

[0166] In addition, the reserved icon HA displayed in the reserved icon display area 50d will be displayed in the icon display area 50e as the icon TA even after a jackpot determination has been made for the special chart 1 reserved ball corresponding to this reserved icon HA, regardless of whether or not there is a ``reserved icon change notice.''

[0167] In the first embodiment, when a "hold icon change notice" is given, the display mode of the hold icon HA changes before the target hold icon HA is displayed as the icon TA, but the display mode of the hold icon HA may also change after the target hold icon HA is displayed as the icon TA.

[0168] Next, the "reserved icon change provocation notice" will be specifically described. The performance control microcomputer 121 can execute the "reserved icon change provocation notice" for the reserved icon HA of the special chart 1 reserved of the pre-reading pattern "SPSP big win pre-reading pattern", "SPSP reach miss pre-reading pattern", "SP big win pre-reading pattern", "SP reach miss pre-reading pattern".

[0169] As shown in Fig. 20, the effect control microcomputer 121 stores a reserved icon change promotion notice selection table 123a2 in the effect storage unit 121b. The effect control microcomputer 121 can select whether to execute a "reserved icon change promotion notice", whether to execute a "first promotion notice" or a "second promotion notice" when executing a "reserved icon change promotion notice", the type of the performance pattern when executing the "first promotion notice", and the type of the performance pattern when executing the "second promotion notice". There are two types of performance patterns for the "first promotion notice", namely, a performance pattern A and a performance pattern B, and there are two types of performance patterns for the "second promotion notice", namely, a performance pattern C and a performance pattern D.

[0170] Presentation pattern A and presentation pattern C are presentation patterns that suggest a successful change in the display mode of the hold icon HA, while presentation pattern B and presentation pattern D are presentation patterns that suggest a failed change in the display mode of the hold icon HA.

[0171] 21(B) is a diagram showing the contents of the reserved icon change prompt selection table 123a2. The performance control microcomputer 121 refers to the type of the look-ahead pattern and the selection result by the reserved icon change prompt selection table 123a1 to select whether to execute the "reserved icon change prompt" and, if executing the "reserved icon change prompt", which of the "first prompt" and the "second prompt" to execute, the type of performance pattern when executing the "first prompt" and the type of performance pattern when executing the "second prompt".

[0172] Specifically, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) and the execution of the "reserved icon change notice" of change pattern A or change pattern C is selected, the execution of the "first teaser notice" of presentation pattern A is selected 20%, the execution of the "second teaser notice" of presentation pattern C is selected 30%, and the non-execution of the "reserved icon change teaser notice" is selected 50%, and the execution of the "first teaser notice" of presentation pattern B and the "second teaser notice" of presentation pattern D are not selected.

[0173] In addition, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) and the execution of "Pending icon change notice" of change pattern B or change pattern D is selected, the execution of "First teaser notice" of presentation pattern A is selected 20%, the execution of "Second teaser notice" of presentation pattern C is selected 30%, and "Pending icon change teaser notice" is not executed 50%, and the execution of "First teaser notice" of presentation pattern B and the execution of "Second teaser notice" of presentation pattern D are not selected.

[0174] In addition, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) and non-execution of the "Pending icon change notice" of non-change pattern A is selected, the execution of the "First teaser notice" of presentation pattern B is selected 15%, the execution of the "Second teaser notice" of presentation pattern D is selected 10%, and non-execution of the "Pending icon change teaser notice" is selected 75%, and the execution of the "First teaser notice" of presentation pattern A and the execution of the "Second teaser notice" of presentation pattern C are not selected.

[0175] In addition, when the predictive pattern is the "SPSP jackpot predictive pattern" (SHP001A1) and non-execution of the "Pending icon change notice" of non-change pattern B is selected, the execution of the "First teaser notice" of presentation pattern B is selected 10%, the execution of the "Second teaser notice" of presentation pattern D is selected 5%, and non-execution of the "Pending icon change teaser notice" is selected 85%, and the execution of the "First teaser notice" of presentation pattern A and the execution of the "Second teaser notice" of presentation pattern C are not selected.

[0176] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1) and the execution of the "Pending icon change notice" of change pattern A or change pattern C is selected, the execution of the "First teasing notice" of presentation pattern A is selected 10%, the execution of the "Second teasing notice" of presentation pattern C is selected 10%, and the non-execution of the "Pending icon change teasing notice" is selected 80%, and the execution of the "First teasing notice" of presentation pattern B and the execution of the "Second teasing notice" of presentation pattern D are not selected.

[0177] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1) and the execution of "Pending icon change notice" of change pattern B or change pattern D is selected, the execution of "First teasing notice" of presentation pattern A is selected 10%, the execution of "Second teasing notice" of presentation pattern C is selected 10%, and "Pending icon change teasing notice" is not executed 80%, and the execution of "First teasing notice" of presentation pattern B and the execution of "Second teasing notice" of presentation pattern D are not selected.

[0178] In addition, when the pre-reading pattern is the "SPSP reach miss pre-reading pattern" (SHP002A1) and non-execution of the "Pending icon change notice" of non-change pattern A is selected, the execution of the "First teasing notice" of presentation pattern B is selected 15%, the execution of the "Second teasing notice" of presentation pattern D is selected 10%, and non-execution of the "Pending icon change teasing notice" is selected 75%, and the execution of the "First teasing notice" of presentation pattern A and the execution of the "Second teasing notice" of presentation pattern C are not selected.

[0179] In addition, when the predictive pattern is the "SPSP reach miss predictive pattern" (SHP002A1) and non-execution of the "Pending icon change notice" of non-change pattern B is selected, the execution of the "First teasing notice" of presentation pattern B is selected 10%, the execution of the "Second teasing notice" of presentation pattern D is selected 5%, and non-execution of the "Pending icon change teasing notice" is selected 85%, and the execution of the "First teasing notice" of presentation pattern A and the execution of the "Second teasing notice" of presentation pattern C are not selected.

[0180] In addition, when the predictive pattern is the "SP jackpot predictive pattern" (SHP001A2) and the execution of the "Pending icon change notice" of change pattern A or change pattern C is selected, the execution of the "First teaser notice" of presentation pattern A is selected 20%, the execution of the "Second teaser notice" of presentation pattern C is selected 30%, and the non-execution of the "Pending icon change teaser notice" is selected 50%, and the execution of the "First teaser notice" of presentation pattern B and the execution of the "Second teaser notice" of presentation pattern D are not selected.

[0181] In addition, when the predictive pattern is the "SP jackpot predictive pattern" (SHP001A2) and the execution of the "Pending icon change notice" of change pattern B or change pattern D is selected, the execution of the "First teaser notice" of presentation pattern A is selected 20%, the execution of the "Second teaser notice" of presentation pattern C is selected 30%, and the non-execution of the "Pending icon change teaser notice" is selected 50%, and the execution of the "First teaser notice" of presentation pattern B and the execution of the "Second teaser notice" of presentation pattern D are not selected.

[0182] In addition, when the predictive pattern is the "SP jackpot predictive pattern" (SHP001A2) and non-execution of the "Pending icon change notice" of non-change pattern A is selected, the execution of the "First teaser notice" of presentation pattern B is selected 15%, the execution of the "Second teaser notice" of presentation pattern D is selected 10%, and non-execution of the "Pending icon change teaser notice" is selected 75%, and the execution of the "First teaser notice" of presentation pattern A and the execution of the "Second teaser notice" of presentation pattern C are not selected.

[0183] In addition, when the predictive pattern is the "SP jackpot predictive pattern" (SHP001A2) and non-execution of the "Pending icon change notice" of non-change pattern B is selected, the execution of the "First teaser notice" of presentation pattern B is selected 10%, the execution of the "Second teaser notice" of presentation pattern D is selected 5%, and non-execution of the "Pending icon change teaser notice" is selected 85%, and the execution of the "First teaser notice" of presentation pattern A and the execution of the "Second teaser notice" of presentation pattern C are not selected.

[0184] In addition, when the predictive pattern is the "SP reach miss predictive pattern" (SHP002A2) and the execution of the "Pending icon change notice" of change pattern A or change pattern C is selected, the execution of the "First teasing notice" of performance pattern A is selected 10%, the execution of the "Second teasing notice" of performance pattern C is selected 10%, and the non-execution of the "Pending icon change teasing notice" is selected 80%, and the execution of the "First teasing notice" of performance pattern B and the execution of the "Second teasing notice" of performance pattern D are not selected.

[0185] In addition, when the predictive pattern is the "SP reach miss predictive pattern" (SHP002A2) and the execution of "Pending icon change notice" of change pattern B or change pattern D is selected, the execution of "First teasing notice" of performance pattern A is selected 10%, the execution of "Second teasing notice" of performance pattern C is selected 10%, and "Pending icon change teasing notice" is not executed 80%, and the execution of "First teasing notice" of performance pattern B and the execution of "Second teasing notice" of performance pattern D are not selected.

[0186] In addition, when the pre-reading pattern is the "SP reach miss pre-reading pattern" (SHP002A2) and non-execution of the "Pending icon change notice" of non-change pattern A is selected, the execution of the "First teasing notice" of presentation pattern B is selected 15%, the execution of the "Second teasing notice" of presentation pattern D is selected 10%, and non-execution of the "Pending icon change teasing notice" is selected 75%, and the execution of the "First teasing notice" of presentation pattern A and the execution of the "Second teasing notice" of presentation pattern C are not selected.

[0187] In addition, when the pre-reading pattern is the "SP reach miss pre-reading pattern" (SHP002A2) and non-execution of "Pending icon change notice" of non-change pattern B is selected, the execution of "First teasing notice" of presentation pattern B is selected 10%, the execution of "Second teasing notice" of presentation pattern D is selected 5%, and non-execution of "Pending icon change teasing notice" is selected 85%, and the execution of "First teasing notice" of presentation pattern A and the execution of "Second teasing notice" of presentation pattern C are not selected.

[0188] In addition, when the predictive pattern is the "N reach miss predictive pattern" (SHP002A3), "normal miss predictive pattern" (SHP003A) and non-execution of "Pending icon change notice" of non-change pattern A is selected, the execution of "First teasing notice" of presentation pattern B is selected 15%, the execution of "Second teasing notice" of presentation pattern D is selected 15%, and non-execution of "Pending icon change teasing notice" is selected 70%, and the execution of "First teasing notice" of presentation pattern A and the execution of "Second teasing notice" of presentation pattern C are not selected.

[0189] In addition, when the predictive pattern is the "N reach miss predictive pattern" (SHP002A3), "normal miss predictive pattern" (SHP003A) and non-execution of "Pending icon change notice" of non-change pattern B is selected, the execution of "First teasing notice" of presentation pattern B will be selected 5%, the execution of "Second teasing notice" of presentation pattern D will be selected 5%, and non-execution of "Pending icon change teasing notice" will be selected 90%, and the execution of "First teasing notice" of presentation pattern A and the execution of "Second teasing notice" of presentation pattern C will not be selected.

[0190] In other words, when a pre-reading pattern that has been determined to be a "pre-reading winner" is selected, the execution of the "second teasing notice" of presentation pattern C is set to be more likely to be selected than the execution of the "first teasing notice" of presentation pattern A, and the execution of the "second teasing notice" of presentation pattern D is set to be less likely to be selected than the execution of the "first teasing notice" of presentation pattern B, so that the "second teasing notice" (ally character) functions as a presentation suggesting that the change in the display mode of the pending icon HA is more likely to be successful than the "first teasing notice" (main character).

[0191] The selection ratio indicated by the reserved icon change prompting selection table 123a2 shown in FIG. 21(B) can be changed as appropriate.

[0192] When executing the "reserve icon change promotion notice", the performance control microcontroller 121 executes the "first promotion notice" or the "second promotion notice" in the hold performance in the performance pattern selected by the hold icon change promotion notice selection table 123a2.

[0193] 24(A) to 24(E) are diagrams showing how the "first teasing notice" is made as the "reserved icon change teasing notice." Here, the reserved icon HA corresponding to the number of reserved items in the special chart 1 of "3" is displayed in the reserved icon display area 50d, and the "first teasing notice" is made to this reserved icon HA.

[0194] When a game ball enters the first starting hole 11 during the variable display of the special chart and the number of reserved special charts 1 becomes "3", a reserved icon HA of icon A or icon B is displayed in the third display area 50d3 as shown in FIG. 24(A). FIG. 24(A) shows a case where icon A is displayed as the reserved icon HA. After that, when a new game ball enters the first starting hole 11 and the number of reserved special charts 1 becomes "4", a "first teasing notice" is performed.

[0195] In the "First Teaser Announcement," as shown in FIG. 24(B), a hold icon HA corresponding to the number of holds in Special Chart 1 being "4" is displayed in the fourth display area 50d4, and at the same time, a main character image G200 representing the main character is displayed at the top of the hold icon display area 50d, as if jumping out from this hold icon HA.

[0196] Thereafter, as the variable display of a new special chart begins, the hold icon HA displayed in the third display area 50d3 moves to the second display area 50d2, and the hold icon HA displayed in the fourth display area 50d4 moves to the third display area 50d3, and as shown in Figure 24 (C), a video is displayed in which the main character image G200 attempts to kick the hold icon HA displayed in the second display area 50d2.

[0197] Then, when the execution of the "first teasing notice" of the performance pattern A is selected by the reserved icon change teasing notice selection table 123a2, the display mode of the reserved icon HA changes (here, icon A changes to icon C) due to the "reserved icon change notice" as shown in Fig. 24(D), and the "first teasing notice" of the performance pattern A ends. At this time, the main character's happy appearance is displayed at the top of the reserved icon display area 50d.

[0198] On the other hand, when the "first teasing notice" of presentation pattern B is selected by the pending icon change teasing notice selection table 123a2, as shown in Figure 24 (E), the "pending icon change notice" is not performed, the main character image G200 is erased, and the "first teasing notice" of presentation pattern B ends.

[0199] 25(A) to 25(E) are diagrams showing how the "second teasing notice" is made as the "reserved icon change teasing notice." Here, the reserved icon HA corresponding to the number of reserved items in the special chart 1 of "3" is displayed in the reserved icon display area 50d, and the "second teasing notice" is made to this reserved icon HA.

[0200] When a game ball enters the first starting hole 11 during the variable display of the special chart and the number of reserved special charts 1 becomes "3", a reserved icon HA of icon A or icon B is displayed in the third display area 50d3 as shown in FIG. 25(A). FIG. 25(A) shows a case where icon B is displayed as the reserved icon HA. After that, when a new game ball enters the first starting hole 11 and the number of reserved special charts 1 becomes "4", a "second teasing notice" is performed.

[0201] In the "second teasing notice," as shown in FIG. 25(B), a reserve icon HA corresponding to the number of reserved special chart 1 pieces being "4" is displayed in the fourth display area 50d4, and at the same time, an ally character image G208 representing an ally character is displayed at the top of the reserve icon display area 50d, as if it had jumped out from this reserve icon HA.

[0202] Thereafter, as the variable display of a new special chart begins, the reserve icon HA displayed in the third display area 50d3 moves to the second display area 50d2, and the reserve icon HA displayed in the fourth display area 50d4 moves to the third display area 50d3, and as shown in Figure 25 (C), a video is displayed in which the ally character image G208 attempts to kick the reserve icon HA displayed in the second display area 50d2.

[0203] Then, when the execution of the "second teasing notice" of the performance pattern C is selected by the reserved icon change teasing notice selection table 123a2, the display mode of the reserved icon HA changes (here, icon B changes to icon C) due to the "reserved icon change notice" as shown in Fig. 25(D), and the "second teasing notice" of the performance pattern C ends. At this time, the appearance of the ally character looking happy is displayed at the top of the reserved icon display area 50d.

[0204] On the other hand, when the "Second teasing notice" of presentation pattern D is selected by the pending icon change teasing notice selection table 123a2, as shown in Figure 25 (E), the "Pending icon change notice" is not performed, the ally character image G208 is erased, and the "Second teasing notice" of presentation pattern D ends.

[0205] <Considerations regarding the first embodiment> The pachinko gaming machine PY1 described in the first embodiment will be considered below.

[0206] First, the relationship between the reserved icon HA that changes in the "reserved icon change notice" and the main character image G200 and the ally character image G208 that are displayed in the "reserved icon change teasing notice" will be considered. When the "reserved icon change notice" is performed, the "reserved icon change teasing notice" may be performed before the display mode of the reserved icon HA changes, and in the "reserved icon change teasing notice", either the main character image G200 or the ally character image G208 is displayed. Then, when the display mode of the reserved icon HA changes, a video is displayed in which the main character image G200 or the ally character image G208 kicks the reserved icon HA (see FIG. 25). In other words, when both the "reserved icon change notice" and the "reserved icon change teasing notice" are performed, it can be said that the display mode of the reserved icon HA changes in association with the display of the main character image G200 or the ally character image G208.

[0207] Next, as the "reserved icon change teasing notice", the relationship between the probability that the display mode of the reserved icon HA changes when the "first teasing notice" is made and the probability that the display mode of the reserved icon HA changes when the "second teasing notice" is made will be considered. The "reserved icon change teasing notice" may be made regardless of whether or not the "reserved icon change notice" in which the display mode of the reserved icon HA changes is executed, but in the "first teasing notice", a video of the main character image G200 kicking the reserved icon HA is displayed, and in the "second teasing notice", a video of the ally character image G208 kicking the reserved icon HA is displayed. And, when the "reserved icon change notice" in which the display mode of the reserved icon HA changes is made, the "second teasing notice" is more likely to be made than the "first teasing notice" (see FIG. 21(B)). In other words, it can be said that the probability that the display mode of the reserved icon HA changes is different when a video of the main character kicking the reserved icon HA is displayed and when a video of the ally character kicking the reserved icon HA is displayed.

[0208] <Advantages of the First Embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.

[0209] (1) In the "hold effect," when the hold icon HA is displayed in the hold icon display area 50d, the main character image G200 or the ally character image G208 may be displayed at the top of the hold icon display area 50d separately from the hold icon HA, thereby making it possible to diversify the effect when the hold icon HA is displayed and to increase the interest in the game.

[0210] (2) When the main character image G200 or the ally character image G208 is displayed in the "reserve icon change teaser", the display mode of the reserve icon HA may change so as to be associated with the video of the main character image G200 or the ally character image G208. This makes it possible to diversify the presentation in which the display mode of the reserve icon HA changes, thereby making the game more interesting.

[0211] (3) When a "reserved icon change notice" is made, the "reserved icon change stimulation notice" is made only when a new game ball is placed into the first starting hole 11 after the reserved icon HA that is the subject of this "reserved icon change notice" is displayed, thereby stimulating the desire to release the game ball and making the game more enjoyable.

[0212] (4) When icon B is already being displayed as the reserved icon HA, if a new game ball enters the first starting hole 11 and the main character image G200 or the ally character image G208 is displayed, the already displayed icon B may change to be associated with the display of the main character image G200 or the ally character image G208. Therefore, by displaying icon B as the reserved icon HA, it is possible to suggest that a "reserved icon change teaser" may occur if a new game ball is allowed to enter the first starting hole 11, which can increase the excitement of the game.

[0213] (5) As a "reserved icon change teasing announcement," the probability that the display mode of the reserved icon HA will change differs when a "first teasing announcement" is made in which the main character image G200 is displayed in association with the target reserved icon HA, and when a "second teasing announcement" is made in which the ally character image G208 is displayed in association with the target reserved icon HA. Therefore, it is possible to suggest the possibility that the display mode of the reserved icon HA will change depending on the type of character associated with the target reserved icon HA, thereby making the game more interesting.

[0214] <Modifications of the Basic and First Embodiments> Below, we will explain modified examples of the pachinko game machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations related to the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

[0215] In the first embodiment, the "reserved icon change notice" and the "reserved icon change teasing notice" are made based on the result of the change pattern pre-reading judgment, but they may also be made based on the type of the special symbol that is stopped. For example, the pre-reading judgment may be configured to be able to determine the type of the special symbol that is stopped, and the "reserved icon change notice" and the "reserved icon change teasing notice" may be made when the special symbol that is stopped is a "probable variable symbol." In this case, the "reserved icon change notice" and the "reserved icon change teasing notice" can suggest that a high probability state will be reached, making it possible to increase the interest of the game.

[0216] In addition, in the first embodiment, the "reserve icon change notice" and the "reserve icon change teaser notice" are executed for the reserve icon HA corresponding to the special chart 1 reserve stored by the winning of a game ball into the first starting hole 11, but they may also be executed for the reserve icon HA corresponding to the special chart 2 reserve stored by the winning of a game ball into the second starting hole 12.

[0217] In addition, in the first embodiment, the "Hold Icon Change Notice" and the "Hold Icon Change Promotion Notice" are executed for the hold icon HA, but they may also be executed for the icon TA after the hold icon HA is displayed as the icon TA.

[0218] In addition, in the first embodiment, the ``pending icon change teasing notice'' displays the main character image G200 or the ally character image G208, but this is not limited to these as long as the display can be associated with the pending icon HA.

[0219] In addition, in the first embodiment, the "on hold icon change announcement" can be made regardless of whether the "on hold icon change promotion announcement" is executed or not, but it may also be made to be made to be made only when the "on hold icon change promotion announcement" is executed.

[0220] In addition, in the first embodiment, the ``Hold Icon Change Prompt Notice'' can be made regardless of whether icon A or icon B is displayed as the hold icon HA that is the target of the ``Hold Icon Change Prompt Notice,'' but it may also be made to be made to be made only when icon B is displayed as the hold icon HA that is the target of the ``Hold Icon Change Prompt Notice.''

[0221] In the first embodiment, the display mode of the reserved icon HA is changed in association with a video in which the main character image G200 or the ally character image G208 kicks the reserved icon HA, but it is sufficient if the main character image G200 or the ally character image G208 is made to look like it has changed the display mode of the reserved icon HA, and the video does not have to be one in which the main character image G200 or the ally character image G208 kicks the reserved icon HA. For example, a video in which a predetermined character throws a ball at the reserved icon HA may be displayed.

[0222] In addition, in the first embodiment, the probability that the display mode of the reserved icon HA will change is higher when a video of an ally character kicking the reserved icon HA is displayed than when a video of the main character kicking the reserved icon HA is displayed; however, it is also possible to make the probability that the display mode of the reserved icon HA will change lower when a video of an ally character kicking the reserved icon HA is displayed than when a video of the main character kicking the reserved icon HA is displayed.

[0223] In the first embodiment, the display of either the main character image G200 or the ally character image G208 is performed simultaneously with the display of the reserved icon HA, but it is not necessarily required to be performed simultaneously. For example, after the display of the reserved icon HA, the display of either the main character image G200 or the ally character image G208 may be performed at the start of the variable display of the next special chart.

[0224] In the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state", but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state". For example, in the "high probability low base game state", a background including an image suggesting a high probability state may be displayed.

[0225] In the basic embodiment, only the performance patterns EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed on the display unit 50a in parallel with the performance patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the performance patterns EZ1, EZ2, and EZ3.

[0226] In the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed on a display device other than the image display device 50 in parallel with the performance symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may be made to flash during the variable display of the performance symbols EZ1, EZ2, and EZ3.

[0227] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed. However, the first special chart and the second special chart may be variably displayed at the same time.

[0228] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.

[0229] In addition, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).

[0230] <The invention disclosed in the first embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following Invention A. In the explanation of Invention A, the names and expressions of the corresponding configurations in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that Invention A is a collective term for the following Inventions A1 to A4.

[0231] The gaming machine according to the invention A1 is A winning hole (first starting hole 11) into which the game ball can enter; A performance execution means (performance control microcomputer 121) that executes a performance using a performance means including a predetermined display means (image display device 50), The performance execution means includes: In response to the game ball entering the winning hole, a predetermined icon (a reserved icon HA) can be displayed on the display means; When displaying the predetermined icon, a specific display (main character image G200, ally character image G208) may be displayed on the display means. It is characterized by:

[0232] The gaming machine according to the invention A2 is A gaming machine according to the invention A1, The performance execution means includes: When a new predetermined icon is to be displayed while the predetermined icon is being displayed, the specific display may be displayed on the display means; When the specific display is displayed, the display mode of the predetermined icon being displayed may be changed in association with the specific display. It is characterized by:

[0233] The gaming machine according to the invention A3 is A gaming machine according to the invention A2, The predetermined icon includes a special icon (icon B), The specific display may be displayed during the display of the special icon. It is characterized by:

[0234] The gaming machine according to the invention A4 is A gaming machine according to Invention A2 or Invention A3, The game control means (game control microcomputer 101) is further provided to enable a special game state (jackpot game state, high probability game state, time-saving game state) advantageous to a player. The performance execution means includes: The display mode of the predetermined icon can be changed to a special display mode (icon C, icon D) that suggests that there is a high possibility of entering the special game state, The specific display includes a first display (the main character image G200) and a second display (the ally character image G208), A probability that the predetermined icon changes to the special display mode when the predetermined icon is associated with the first display is different from a probability that the predetermined icon changes to the special display mode when the predetermined icon is associated with the second display. It is characterized by: [Explanation of symbols]

[0235] 11…First starting point 50...Image display device 50a...Display section 50d…Pending icon display area 101...Game control microcomputer 121...Performance control microcomputer G200…Main character image G208…Allied character image HA...Hold icon

Claims

1. A winning hole into which game balls can enter; A performance execution means for executing a performance using a performance means including a predetermined display means, The performance execution means includes: A predetermined icon can be displayed on the display means in response to the game ball entering the winning hole, When the predetermined icon is displayed, a specific display may be displayed on the display means. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The performance execution means includes: When a new predetermined icon is to be displayed while the predetermined icon is being displayed, the specific display may be displayed on the display means; When the specific display is displayed, the display mode of the predetermined icon being displayed may be changed in association with the specific display. A gaming machine characterized by:

3. 3. The gaming machine according to claim 2, The predetermined icon includes a special icon, The specific display may be displayed during the display of the special icon. A gaming machine characterized by:

4. 4. The gaming machine according to claim 2 or 3, Further comprising a game control means for creating a special game state advantageous to a player; The performance execution means includes: The display mode of the predetermined icon can be changed to a special display mode that suggests that there is a high possibility of entering the special game state, The specific display includes a first display and a second display, A probability that the predetermined icon changes to the special display mode when the predetermined icon is associated with the first display is different from a probability that the predetermined icon changes to the special display mode when the predetermined icon is associated with the second display. A gaming machine characterized by:

Citation Information

Patent Citations

  • Pinball game machine

    JP2017131646A