Game machine

The gaming machine addresses the issue of insufficient fun in conventional gaming machines by incorporating multiple types of specific presentations, such as start character performances and decorative design changes, resulting in a more engaging and dynamic gameplay experience for players.

JP2025048573APending Publication Date: 2025-04-03SANSEI R&D KK
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Patent Information

Application Number
JP2023157456
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-22
Publication Date
2025-04-03

AI Technical Summary

Technical Problem

Conventional gaming machines fail to sufficiently enhance the fun of the game, leading to a lack of engagement for players.

Method used

The gaming machine incorporates a configuration that includes multiple types of specific presentations, such as start character performances, type character performances, and decorative design changes, which are designed to enhance the gaming experience by providing a more engaging and dynamic gameplay.

Benefits of technology

This configuration significantly enhances the fun of the game by providing a more engaging and dynamic experience for players, increasing their overall satisfaction and enjoyment.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025048573000001_ABST
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Patent Text Reader

Abstract

To provide a game machine that can execute a performance capable of further enhancing game amusement.SOLUTION: A game machine of the present invention sometimes executes a start character performance and a type character performance prior to the execution of an SP ready-to-win performance. In this case, in the start character performance, "a character for suggesting that the SP ready-to-win performance is to be started" is displayed first, without suggesting the type of the SP ready-to-win performance. Then, "a character corresponding to the type of the SP ready-to-win performance" is displayed in the type character performance. That is, in the first performance (start character performance), rough information on the SP ready-to-win performance (SP ready-to-win performance is to be started) is notified to a player by displaying "a character for suggesting that the SP ready-to-win performance is to be started" and more detailed information on the SP ready-to-win performance (type of the SP ready-to-win performance) is notified to the player by displaying "a character corresponding to the type of the SP ready-to-win performance"in the second performance (type character performance).SELECTED DRAWING: Figure 24
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Description

[Technical field]

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

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

[0003] In such gaming machines, it is common to perform various effects. For example, in the gaming machine that performs the above-mentioned winning game, during the variable display of the identification symbol, an effect is performed in which a character is displayed to suggest the possibility that the identification symbol will be displayed as a winning symbol (Patent Document 1). [Prior art documents] [Patent documents]

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

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

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

[0007] In order to solve at least a part of the above-mentioned problems, the gaming machine of the present invention adopts the following configuration. A gaming machine for playing a game using a gaming medium, It is possible to execute multiple types of specific performances, A start character effect can be executed by displaying a character indicating that the specific effect will start without indicating the type of the specific effect, After the start character effect is performed, a type character effect can be performed to display a character corresponding to the type of the specific effect. After the type character effect is performed, the specific effect of the type corresponding to the character displayed in the type character effect can be executed. It is characterized by:

[0008] In addition, the gaming machine of the present invention is After the start character effect is performed and before the type character effect is performed, a start video effect can be executed in which a video indicating that the specific effect will start is played. This may also be the case.

[0009] In addition, the gaming machine of the present invention is After the start character effect is performed and before the type character effect is performed, a type video effect can be performed in which a video corresponding to the type of the specific effect is played. This may also be the case.

[0010] In addition, the gaming machine of the present invention is It is possible to execute a decorative pattern variation, which is a variable display of a plurality of decorative patterns; When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; In the decorative pattern variation, a reach effect can be executed in which the decorative patterns except one of the plurality of decorative patterns are displayed in a manner that can become the specific combination. The type character effect is executed from the start to the end of the decorative pattern variation, The reach effect can be started when the type character effect ends. This may also be the case.

[0011] In addition, the gaming machine of the present invention is As the reach effect, a performance can be executed in which a plurality of effective lines are set and decorative symbols except for the one are displayed on each of the effective lines, In the case where the reach effect starts when the type character effect ends, the reach effect may have a first number of the pay lines set or a second number of the pay lines set. This may also be the case.

[0012] In addition, the gaming machine of the present invention is It is possible to execute a decorative pattern variation, which is a variable display of a plurality of decorative patterns; When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; The type character effect is executed from the start to the end of the decorative pattern variation, During the execution of the type character effect, the decorative pattern may or may not be displayed in a predetermined display area. This may also be the case.

[0013] In addition, the gaming machine of the present invention is When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; In the decorative pattern variation, a reach effect can be executed in which all but one of the plurality of decorative patterns is displayed in a manner that may result in the specific combination, The reach effect can be started when the type character effect ends, The probability that the reach effect will start when the type character effect ends is different between a case where the decorative pattern is displayed in the predetermined display area during execution of the type character effect and a case where the decorative pattern is not displayed in the predetermined display area. This may also be the case.

[0014] In addition, the gaming machine of the present invention is When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; In the decorative pattern variation, a reach effect can be executed in which all but one of the plurality of decorative patterns is displayed in a manner that may result in the specific combination, The reach effect can be started when the type character effect ends, As the reach effect, a performance can be executed in which a plurality of effective lines are set and decorative symbols except for the one are displayed on each of the effective lines, In the case where the reach performance starts when the type character performance ends, the possibility that a specific number of activated lines will be set in the reach performance differs between a case where the decorative pattern is displayed in the predetermined display area during the execution of the type character performance and a case where the decorative pattern is not displayed in the predetermined display area during the execution of the type character performance. This may also be the case.

[0015] In addition, the gaming machine of the present invention is As the start character effect, a first start character effect and a second start character effect can be executed, The second start character effect can be started after the first start character effect is executed and before the specific effect is ended. This may also be the case. Effect of the Invention

[0016] According to the present invention, a gaming machine capable of implementing effects that further increase interest in gaming can be provided. [Brief description of the drawings]

[0017] [Figure 1] FIG. 1 is a front view of a pachinko machine 1 according to the present embodiment. [Diagram 2] 2 is an explanatory diagram showing the surface configuration of the game board 20 of this embodiment. FIG. [Diagram 3] 2 is a block diagram showing the configuration of a control circuit in the pachinko machine 1 of the present embodiment. [Figure 4] 2 is an explanatory diagram showing the configuration of a segment display unit 50 of the present embodiment. FIG. [Diagram 5] FIG. 2 is an explanatory diagram showing the types per type 1 and types per type 2 of this embodiment. [Figure 6] 1 is an explanatory diagram illustrating the display contents of the performance display device 41 of this embodiment. FIG. [Figure 7] An explanatory diagram showing the progress of the game when the first special chart is displayed in a variable manner in the non-electric support state in this embodiment. [Figure 8] An explanatory diagram showing the progression mode when the second special chart is displayed in a variable manner in the electric support state in this embodiment. [Figure 9] 4 is a flowchart showing a game control process executed by a CPU 201 of a main control board 200 in this embodiment. [Figure 10] An explanatory diagram conceptually showing the variation pattern selection table of this embodiment. [Figure 11] An explanatory diagram showing the types of variation pattern selection tables in this embodiment. [Figure 12] 13 is a flowchart showing the performance control process executed by the CPU 221 of the sub-control board 220 in this embodiment. [Figure 13] 10 is an explanatory diagram showing processing corresponding to a received command by a CPU 221 of a sub-control board 220 of this embodiment. FIG. [Figure 14] FIG. 13 is an explanatory diagram showing the manner in which the "background effect" of this embodiment is executed. [Figure 15] FIG. 13 is an explanatory diagram showing the manner in which the "dialogue presentation" of this embodiment is executed. [Figure 16] An explanatory diagram showing the execution mode of the "SP reach performance" in this embodiment. [Figure 17] An explanatory diagram showing the execution mode of the "preview performance" in this embodiment. [Figure 18] FIG. 11 is an explanatory diagram showing the types of "preview images" in this embodiment. [Figure 19] An explanatory diagram showing the display position of the "preview image" in the "preview performance" of this embodiment. [Figure 20] 13 is a flowchart showing the "preview performance process" executed by the CPU 221 of the sub-control board 220 in this embodiment. [Figure 21] FIG. 11 is an explanatory diagram showing an execution mode of the "history display" in this embodiment. [Figure 22] FIG. 13 is an explanatory diagram showing the colors of the “preview image” of the first modified example. [Diagram 23] An explanatory diagram showing how the type of effect shown in the "preview image" of variant example 3 changes. [Figure 24] This is an explanatory diagram showing the contents of the "start character effect," "start video effect," and "type character effect" of pachinko machine 1A. [Diagram 25] 1 is an explanatory diagram showing the manner in which the "start character effect" of the pachinko machine 1A is executed. [Figure 26] An explanatory diagram showing the start timing of the reach effect for the "start character effect" of pachinko machine 1A. [Figure 27] An explanatory diagram showing the execution mode of the "start video performance" of pachinko machine 1A. [Figure 28] An explanatory diagram showing the start timing of the reach effect for the "start video effect" of pachinko machine 1A. [Figure 29] 1 is an explanatory diagram showing the manner in which the "type character effect" of the pachinko machine 1A is executed. [Diagram 30] 1 is an explanatory diagram showing the start timing of the reach effect for the "type character effect" of pachinko machine 1A. FIG. [Diagram 31] FIG. 13 is an explanatory diagram showing a second modified example of the pachinko machine 1A. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] In order to clarify the above-mentioned contents of the present invention, an embodiment of the present invention will be described. In the embodiment, unless otherwise specified, the right side as viewed from the front of the pachinko machine will be referred to as "right" and the left side as "left."

[0019] The following examples will be described in the following order. A. Pachinko machine configuration: A-1. Front side configuration: A-2. Game board configuration: A-3.Control circuit configuration: B. Game Contents: C. Game Control Processing: D. Production control processing: E. Effects that suggest the likelihood of a big win: E-1.Background production: E-2. Dialogue Production: E-3.SP Reach Performance: F. Preview: F-1. Preview performance summary: F-2. Preview processing: F-3. History display: G. Variations: G-1. Variation 1: G-2. Variation 2: G-3. Variation 3: H. Pachinko Machine 1A: H-1.Starting character production: H-2. Start video production: H-3.Type character production: H-4. Main effects of pachinko machine 1A: H-5. Variation 1 of Pachinko Machine 1A: H-6. Variation 2 of Pachinko Machine 1A: H-7. Variation 3 of Pachinko Machine 1A: H-8. Variation 4 of Pachinko Machine 1A: H-9. Variation 5 of Pachinko Machine 1A:

[0020] A. Pachinko machine configuration: A-1. Front side configuration: FIG. 1 is a front view of a pachinko machine 1 of this embodiment. As shown in FIG. 1, a front frame 4 is provided on the front part of the pachinko machine 1. A window 4a is formed in the approximate center of the front frame 4, and a transparent plate 4b made of synthetic resin is fitted into this window 4a. A player can view the game area of ​​a game board 20 (see FIG. 2) arranged on the back side through the window 4a (transparent plate 4b). In addition, a small window 4c is formed on the lower right of the window 4a in the front frame 4, and a transparent plate 4d made of a synthetic resin or the like is fitted into this small window 4c. A player can view a segment display section 50 (see FIG. 2) of the game board 20 arranged on the back side through the small window 4c (transparent plate 4d). As will be described in detail later, the segment display section 50 is a display section that displays information related to a game by a combination of multiple LEDs.

[0021] An upper lamp 5a is provided above the window 4a in the front frame 4, a right side lamp 5b is provided on the right side of the periphery of the window 4a, and a left side lamp 5c is provided on the left side of the periphery of the window 4a. Upper speakers 6a are provided on the left and right upper sides of the window 4a, and a lower speaker 6b is provided below the front frame 4 (the front panel of the main frame, which will be described later). The upper lamp 5a, right side lamp 5b, left side lamp 5c, upper speaker 6a, and lower speaker 6b are driven to enhance the presentation effects in the game.

[0022] An upper tray section 7 is provided below the window section 4a in the front frame 4. The upper tray section 7 stores game balls (game media) dispensed via a card unit 60 provided corresponding to the pachinko machine 1, and game balls paid out from the pachinko machine 1. In addition, a lower tray section 8 is provided below the upper tray section 7, and stores game balls dispensed in excess of the capacity of the upper tray section 7 and game balls paid out in excess of the capacity of the upper tray section 7.

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

[0024] Additionally, an effect button 10a that can be pressed by the player is provided on the edge of the upper tray 7, and a jog shuttle 10b that can be pushed or rotated by the player is provided to the left of the lower tray 8. Although not shown, a direction button 10c is provided on the edge of the upper tray 7 to the left of the effect button 10a. The direction button 10c is made up of four buttons (up button, down button, left button, right button) corresponding to the up, down, left and right directions. These effect button 10a, jog shuttle 10b, and direction button 10c are all effect operation units operated by the player, and when operated by the player when a predetermined condition is met, a predetermined game effect is performed.

[0025] Although not shown, a middle frame and a main frame are provided on the rear side of the front frame 4, and one end (the left side in FIG. 1) of the front frame 4 is pivotally supported relative to the middle frame, and one end (the left side in FIG. 1) of the middle frame is pivotally supported relative to the main frame. The main frame is a roughly rectangular frame assembled from wooden plate-like members, and the pachinko machine 1 is installed in the game hall by attaching this main frame to the island equipment. A game board 20 is detachably attached to the front side of the middle frame, and when the front frame 4 is pivoted (opened) toward the front of the pachinko machine 1 relative to the middle frame, the game board 20 is exposed.

[0026] A-2. Game board configuration: FIG. 2 is an explanatory diagram showing the surface configuration of the game board 20. As described above, the game board 20 is detachably attached to the front side of the middle frame. As shown in FIG. 2, a substantially circular game area 21 is formed in the center of the game board 20. Game balls launched from the launcher unit 261 (see FIG. 3) are released into the game area 21 through between the outer rail 22 and the inner rail 23, and flow down from the top to the bottom of the game area 21. The game area 21 is visible to the player through the window 4a of the front frame 4, so naturally, the game balls flowing down the game area 21 are also visible to the player through the window 4a.

[0027] A central device 40 is provided in the approximate center of the play area 21, and a performance display device 41 is provided in the approximate center of the central device 40. The performance display device 41 is composed of a liquid crystal display, and various images for performances can be displayed on the display screen. The display contents of the performance display device 41 will be described in detail later.

[0028] Below the central device 40 (performance display device 41) in the game area 21, there is provided a first starting hole 24, which is a starting hole whose opening size is invariable (constant) and into which game balls can always enter. Game balls that enter the first starting hole 24 are guided to the back side of the game board 20 through a passage provided inside. A first starting hole sensor 24s (see FIG. 3) is provided in the internal passage of the first starting hole 24, and it is possible to detect game balls that enter the first starting hole 24.

[0029] In addition, a left normal symbol operation gate 71 through which the game ball can pass is provided at the lower left of the central device 40 (performance display device 41) in the game area 21, and a left gate sensor 71s (see FIG. 3) that detects the passage of the game ball is provided inside the left normal symbol operation gate 71. In addition, a right normal symbol operation gate 72 through which the game ball can pass is provided at the lower right of the central device 40 (performance display device 41) in the game area 21, and a right gate sensor 72s (see FIG. 3) that detects the passage of the game ball is provided inside the right normal symbol operation gate 72. Since the left normal symbol operation gate 71 and the right normal symbol operation gate 72 have the same function, in this specification, when there is no particular need to distinguish between them, they are also collectively referred to as "normal symbol operation gates 71, 72". In addition, since the left gate sensor 71s and the right gate sensor 72s have a common function, in this specification, they are collectively referred to as "gate sensors 71s, 72s" unless a distinction is made between them.

[0030] In addition, below the right normal pattern operation gate 72, a second start port 25 is provided as a ball entry port (start port) in which the possibility of game balls entering the port changes. That is, the second start port 25 has an opening and closing door 26 (hatched part in the figure) that can be rotated in the front and rear directions of the pachinko machine 1, and can be changed between a closed state (ball entry disabled state) in which the opening and closing door 26 is substantially upright and game balls cannot enter the port, and an open state (ball entry enabled state) in which the opening and closing door 26 is rotated to the front side of the pachinko machine 1 and game balls can enter the port. In FIG. 2, the second start port 25 is shown in an open state. The game ball that enters the second start port 25 is guided to the back side of the game board 20 through a passage provided inside. A second start port sensor 25s (see FIG. 3) is provided in the passage inside the second start port 25, and can detect the game ball that enters the second start port 25.

[0031] In addition, below the first starting hole 24 in the game area 21, a large, substantially rectangular-shaped large prize winning hole 28 (variable ball winning hole) is provided. The large prize winning hole 28 has an opening / closing door 29 (hatched portion in the figure) that can be rotated in the front-rear direction of the pachinko machine 1, and can be changed between a closed state (ball winning state) in which the opening / closing door 29 is substantially upright and game balls cannot be entered, and an open state (ball winning state) in which the opening / closing door 29 is rotated to the front side of the pachinko machine 1 and game balls can be entered. FIG. 2 shows the large prize winning hole 28 in an open state. The game ball that has entered the large prize winning hole 28 is guided to the back side of the game board 20 through a passage provided inside. A large prize winning hole sensor 28s (see FIG. 3) is provided in the passage inside the large prize winning hole 28, and can detect the game ball that has entered the large prize winning hole 28.

[0032] In addition, below the second starting hole 25 in the game area 21 (the lower right corner of the game area 21), a protruding body 33 is provided that protrudes forward (toward the player) from the surface of the game board 20. The upper surface of the protruding body 33 is inclined downward from the right side to the left side, forming a rolling surface 34 on which the game ball can roll from the right side to the left side (toward the center of the pachinko machine 1). A small winning hole 35 (variable ball entry hole) is provided in the middle of this rolling surface 34 (the middle part of the rolling direction of the game ball). This small winning hole 35 has an opening and closing door 36 (hatched part in the figure) that can slide (move) in the front and rear directions of the pachinko machine 1, and can be changed between a closed state in which the opening and closing door 36 slides (moves) forward to prevent the game ball from entering, and an open state in which the opening and closing door 36 slides (moves) backward to allow the game ball to enter. Naturally, the game ball rolling on the rolling surface 34 will enter the small prize opening 35 when the small prize opening 35 is in an open state, and will pass above the small prize opening 35 (opening and closing door 36) without entering the small prize opening 35 when the small prize opening 35 is in a closed state.

[0033] The game ball that has entered the small winning opening 35 is guided to a specific opening 38 (so-called "V", the dashed line part in the figure) through a passage 37 (the dashed line part in the figure) provided inside the protruding body 33. At least a part of the front wall of the protruding body 33 is formed of a transparent plate (has light transmittance), and the player can see through the front wall of the protruding body 33 how the game ball that has entered the small winning opening 35 is guided to the specific opening 38. A small winning opening sensor 35s (see FIG. 3) is provided inside the small winning opening 35, and can detect the game ball that has entered the small winning opening 35. In addition, a specific opening sensor 38s (see FIG. 3) is provided inside the specific opening 38, and can detect the game ball that has entered the specific opening 38.

[0034] In addition, around each of the above-mentioned game devices, there are provided other ball entry ports 30 through which game balls can enter, as well as a windmill-shaped wheel 31 and numerous obstacle nails (not shown) that affect the flow path of the game balls. In addition, an outlet port 32 is provided at the bottom of the game area 21, and game balls that do not enter any of the above-mentioned first start port 24, second start port 25, big prize port 28, small prize port 35, or other ball entry ports 30 are discharged from the outlet port 32 to the back side of the game board 20.

[0035] The above-mentioned left normal symbol activation gate 71 and first start port 24 can be entered by game balls flowing down the area to the left of the central device 40 (performance display device 41). In contrast, the right normal symbol activation gate 72, second start port 25, large prize entry port 28, and small prize entry port 35 can be entered by game balls flowing down the area to the right of the central device 40 (performance display device 41) (or can pass through them). Hereinafter, launching a game ball so that it flows down the area to the left of the central device 40 (performance display device 41) is also referred to as "left hit," and launching a game ball so that it flows down the area to the right of the central device 40 (performance display device 41) is also referred to as "right hit." In the pachinko machine 1 of this embodiment, when a game ball enters the first start hole 24, three game balls are paid out to the player, when a game ball enters the second start hole 25, four game balls are paid out to the player, and when a game ball enters the other ball entry hole 30, five game balls are paid out to the player. Also, when a game ball enters the big prize hole 28, ten game balls are paid out to the player, and when a game ball enters the small prize hole 35, three game balls are paid out.

[0036] A segment display unit 50 that displays information related to the game using a combination of LEDs is provided at the lower right of the game area 21 on the game board 20. The segment display unit 50 is visible to the player through a small window 4c (see FIG. 1) provided in the front frame 4. The display content of the segment display unit 50 will be described in detail later.

[0037] A-3. Control circuit configuration: Next, the configuration of the control circuit in the pachinko machine 1 of this embodiment will be described. Figure 3 is a block diagram showing the configuration of the control circuit in the pachinko machine 1 of this embodiment. As shown in the figure, the control circuit of the pachinko machine 1 is composed of many control boards, various boards, relay terminal boards, etc. In detail, it is composed of a main control board 200 that controls the basic progress of the game, a sub-control board 220 that controls the performance of the game, an image sound control board 230 that controls the display of images and the output of sounds under the control of the sub-control board 220, a lamp control board 226 that controls the light emission of lamps under the control of the sub-control board 220, a payout control board 240 that controls the lending and payout of game balls, and a launch control board 260 that controls the launch of game balls. These control boards are configured with various peripheral LSIs interconnected by buses, such as CPUs (CPUs 201, 221, 231, etc. in FIG. 3) that perform various logical operations and calculation operations, ROMs (ROMs 202, 222, 232, etc. in FIG. 3) that store various programs and data to be executed by the CPU, RAMs (203, 223, 233, etc. in FIG. 3) that store temporary data by the CPU when executing a program, and input / output circuits.

[0038] The main control board 200 is connected to a first start port sensor 24s for detecting a game ball that has entered the first start port 24, a second start port sensor 25s for detecting a game ball that has entered the second start port 25, a large prize port sensor 28s for detecting a game ball that has entered the large prize port 28, a left gate sensor 71s for detecting a game ball that has passed through the left normal pattern operation gate 71, a right gate sensor 72s for detecting a game ball that has passed through the right normal pattern operation gate 72, a small prize port sensor 35s for detecting a game ball that has entered the small prize port 35, and a specific port sensor 38s for detecting a game ball that has entered the specific port 38. When a detection signal of a game ball is input from these sensors, the CPU 201 of the main control board 200 transmits a command corresponding to the sensor that has received the detection signal to the sub-control board 220, the payout control board 240, the launch control board 260, etc.

[0039] Also connected to the main control board 200 are a second start port solenoid 26m for opening and closing the opening door 26 provided in the second start port 25 (for opening and closing the second start port 25), a large prize port solenoid 29m for opening and closing the opening door 29 provided in the large prize port 28 (for opening and closing the large prize port 28), a small prize port solenoid 35m for opening and closing the opening door 36 provided in the small prize port 35 (for opening and closing the small prize port 35), a segment display unit 50, and the like. The CPU 201 of the main control board 200 controls these operations by transmitting drive signals to the second start port solenoid 26m, the large prize port solenoid 29m, the small prize port solenoid 35m, and the segment display unit 50.

[0040] The sub-control board 220 is connected to an image / sound control board 230, a lamp control board 226, and a performance operation board 228. When the CPU 221 of the sub-control board 220 receives various commands from the main control board 200, it analyzes the contents of the commands and performs a performance according to the contents. That is, it performs a performance by transmitting a command specifying an output image and an output sound to the image / sound control board 230 and transmitting a command specifying an emission pattern of the upper lamp 5a, the right side lamp 5b, and the left side lamp 5c (hereinafter also referred to as "various lamps 5a to 5c") to the lamp control board 226. Also, when the CPU 221 of the sub-control board 220 detects a player's operation of the performance button 10a, the jog shuttle 10b, or the direction button 10c via the performance operation board 228, it performs a performance corresponding to the operation.

[0041] The image and sound control board 230 includes a VDP 234, an image ROM 235, and an audio ROM 236 in addition to a CPU 231, a ROM 232, and a RAM 233. When the CPU 231 of the image and sound control board 230 receives a command from the sub-control board 220, it instructs the VDP 234 to display an image corresponding to the command. The VDP 234 reads image data (e.g., sprite data or video data) used to display the instructed image from the image ROM 235, generates an image, and outputs it to the display screen of the performance display device 41. When the CPU 231 of the image and sound control board 230 receives a command from the sub-control board 220, it reads audio data corresponding to the command from the audio ROM 236. Then, audio based on the audio data is output from the upper speaker 6a and the lower speaker 6b (hereinafter also referred to as "various speakers 6a, 6b") via the amplifier board 224.

[0042] The payout control board 240 is connected to a ball lending button 241 (not shown in FIG. 1) provided on the upper tray 7, a card unit 242 arranged in parallel with the pachinko machine 1, a payout motor 243, and the like. When the ball lending button 241 is operated, this signal is transmitted to the card unit 242 via the payout control board 240. The card unit 242 drives the payout motor 243 to lend game balls while communicating data with the payout control board 240. Also, when a payout command instructing the payout of game balls is received from the main control board 200, the payout motor 243 is driven to pay out the game balls.

[0043] In addition, a launch control board 260 is connected to the payout control board 240, and a launch device unit 261 having a launch motor 262 for launching game balls and a touch switch 263 for detecting that a player is touching the launch handle 9 is connected to the launch control board 260. When the launch control board 260 detects that a player is touching the launch handle 9 via the touch switch 263, it drives the launch motor 262 to launch game balls with a strength according to the rotation angle of the launch handle 9.

[0044] B. Game Contents: In the pachinko machine 1 of this embodiment, the game proceeds as follows. When the launch handle 9 is rotated with game balls stored in the upper tray 7, the stored game balls are supplied one by one to the launch unit 261 and launched into the game area 21 described above with reference to FIG. 2. The strength with which the game balls are launched corresponds to the rotation angle of the launch handle 9, so the player can make the game balls flow down to the desired area by changing the rotation angle of the launch handle 9. For example, the game balls can be launched so that they flow down the area to the left of the central device 40 (performance display device 41) (by hitting left), or the game balls can be launched so that they flow down the area to the right of the central device 40 (performance display device 41) (by hitting right).

[0045] In the pachinko machine 1 of this embodiment, the game state related to the frequency of game balls entering the second starting hole 25 is appropriately set. In detail, the game state related to the frequency of game balls entering the second starting hole 25 is set to a "non-electric support state in which the frequency of game balls entering the second starting hole 25 is low (the frequency of the second starting hole 25 being in an open state is low)" or an "electric support state in which the frequency of game balls entering the second starting hole 25 is high (the frequency of the second starting hole 25 being in an open state is high)". In the non-electric support state, game balls are more likely to enter the first starting hole 24 than the second starting hole 25, and in the electric support state, game balls are more likely to enter the second starting hole 25 than the first starting hole 24. For this reason, in the non-electric support state, the player can be made to hit the ball to the left (aiming to land the ball in the first starting hole 24), and in the electric support state, the player can be made to hit the ball to the right (aiming to land the ball in the second starting hole 25).

[0046] The segment display unit 50 is provided with an electric support display unit 58 that indicates that the electric support state is in the above-mentioned electric support state. That is, as shown in FIG. 4, the electric support display unit 58 has three LEDs arranged therein, and during the electric support state, the electric support state is indicated by turning on these three LEDs. Also, as shown in FIG. 4, the segment display unit 50 is provided with a right-hit display unit 59 that indicates that a right hit is to be performed. During the electric support state, the frequency of game balls entering the second starting hole 25 is high, and the second starting hole 25 can receive game balls hit from the right, so that it is beneficial for the player to perform a right hit during the electric support state. Therefore, during the electric support state, the player is prompted to perform a right hit by turning on two LEDs arranged in the right hit display unit 59.

[0047] <Special pattern change display> As described above with reference to FIG. 2, a game ball hit from the left (mainly during a non-electric support state) can enter the first start hole 24. When a game ball hit from the left enters the first start hole 24 and is detected by the first start hole sensor 24s, a predetermined judgment random number (such as a jackpot judgment random number described later) is obtained, and a jackpot judgment is made to determine whether the jackpot is a "jackpot" or a "miss" based on the judgment random number. After making such a jackpot judgment, the first special symbol is displayed in a variable manner and then stopped based on the result of the jackpot judgment.

[0048] As described above with reference to FIG. 2, a game ball hit from the right can enter the second starting hole 25. When a game ball hit from the right enters the second starting hole 25 and the entered game ball is detected by the second starting hole sensor 25s, a predetermined judgment random number (such as a jackpot judgment random number described later) is obtained, and a jackpot judgment is made based on the judgment random number to determine whether the game ball is a "jackpot", a "small jackpot", or a "miss". After making such a jackpot judgment, the second special pattern is displayed in a variable manner and then stopped based on the result of the jackpot judgment. In other words, in the jackpot judgment based on the game ball entering the second starting hole 25, it is also determined whether the game ball is a "small jackpot".

[0049] In this specification, the "first special design" is also referred to as the "first special design", and the "second special design" is also referred to as the "second special design". In addition, when there is no particular distinction between the "first special design" and the "second special design", they are collectively referred to as the "special design".

[0050] Here, the first special chart and the second special chart will be explained. FIG. 4 is an explanatory diagram showing an enlarged view of the segment display section 50. As described above, the segment display section 50 is provided at the lower right of the play area 21 on the game board 20 (see FIG. 2), and the player can view the segment display section 50 through the small window section 4c (see FIG. 1) of the front frame 4. As shown in FIG. 4, the segment display section 50 is provided with a first special chart display section 51 for displaying the first special chart and a second special chart display section 52 for displaying the second special chart, and nine LEDs are arranged in each of these display sections. The first special chart and the second special chart are displayed variably by switching the LEDs that are turned on among the nine LEDs in each display section, and are displayed stationary by turning on a predetermined LED among the nine LEDs.

[0051] In the pachinko machine 1 of this embodiment, 200 types of "big win symbols (big win symbols 101-300)" and one type of "miss symbol (miss symbol 401)" can be stopped and displayed as the first special symbols. Also, 200 types of "big win symbols (big win symbols 501-700)", 100 types of "small win symbols (small win symbols 701-800)", and one type of "miss symbol (miss symbol 801)" can be stopped and displayed as the second special symbols. These types of symbols can be identified by the difference in the combination of lit LEDs.

[0052] If the result of the jackpot determination based on the game ball entering the first starting hole 24 (also referred to as "jackpot determination for the first special chart" in this specification) is "jackpot", the first special chart is displayed as one of "jackpot patterns 101-300", and if it is "miss", the first special chart is displayed as "miss pattern 401". In the "jackpot determination for the first special chart", the probability of "jackpot" is about 1 in 300.

[0053] In addition, if the result of the jackpot determination based on the game ball entering the second starting hole 25 (also referred to as "jackpot determination for the second special chart" in this specification) is "jackpot", the second special chart is displayed as one of "jackpot patterns 501-700", if it is "small jackpot", the second special chart is displayed as one of "small jackpot patterns 701-800", and if it is "miss", the second special chart is displayed as "miss pattern 801". In addition, in the "jackpot determination for the second special chart", the probability of a "jackpot" is about 1 in 300, and the probability of a "small jackpot" is about 1 in 60.

[0054] When the special symbol (first or second special symbol) is displayed as either a big win symbol, a small win symbol, or a miss symbol, the symbol is displayed in a stationary state until a predetermined time has elapsed in order to confirm the symbol (hereinafter also referred to as "confirmed display"). In the following, the game from when the special symbol starts to change and is displayed until it is confirmed, that is, the game until the result of one change is obtained, is also referred to as "symbol change game".

[0055] <Jackpot Game> In the pachinko machine 1 of this embodiment, a jackpot game can be executed in which the jackpot opening 28 is opened and multiple rounds of play are played. When a game ball enters the jackpot opening 28, many game balls are paid out (10 game balls are paid out each time one game ball enters), so the jackpot game is advantageous to the player. As described above with reference to FIG. 2, a game ball hit from the right can enter the jackpot opening 28, so naturally, it is beneficial for the player to hit from the right during the jackpot game. Therefore, during the jackpot game, as in the electric support state, the player is encouraged to hit from the right by turning on two LEDs arranged in the right hit display section 59 of the segment display section 50. In this embodiment, as such a jackpot game, a "one-type hit" and a "two-type hit" can be executed, which have different start triggers.

[0056] <Per type> A type 1 hit is started when the first or second special chart is stopped and displayed with any of the jackpot patterns (when the result of the jackpot judgment for the first or second special chart is "jackpot"). This type 1 hit can be performed in multiple types with different "number of rounds" and "game state after jackpot play" depending on the "type of jackpot pattern stopped and displayed".

[0057] That is, as shown in FIG. 5(a), when the first special chart is stopped and displayed with "jackpot pattern 101-200" (50% probability when the first special chart is stopped and displayed with the jackpot pattern), "six rounds of play are performed, and the game state after the jackpot game ends is in the electric support state (also referred to as "6R electric support one type per" in this specification)" is performed. Also, when the first special chart is stopped and displayed with "jackpot pattern 201-300" (50% probability when the first special chart is stopped and displayed with the jackpot pattern), "six rounds of play are performed, and the game state after the jackpot game ends is in the non-electric support state (also referred to as "6R non-electric support one type per" in this specification)" is performed.

[0058] Also, as shown in FIG. 5(b), when the second special chart is stopped and displayed with "jackpot pattern 501-660" (when the second special chart is stopped and displayed with a jackpot pattern, there is an 80% probability), "10 rounds of play are performed, and the game state after the jackpot game ends is in the electric support state (also referred to as "10R electric support type per one" in this specification)" is performed. Also, when the second special chart is stopped and displayed with "jackpot pattern 661-700" (when the second special chart is stopped and displayed with a jackpot pattern, there is a 20% probability), "10 rounds of play are performed, and the game state after the jackpot game ends is in the non-electric support state (also referred to as "10R non-electric support type per one" in this specification)" is performed.

[0059] As described above, in the pachinko machine 1 of this embodiment, a type 1 hit with a larger number of rounds is performed when the second special symbol is stopped and displayed as a jackpot symbol than when the first special symbol is stopped and displayed as a jackpot symbol. Also, when the second special symbol is stopped and displayed as a jackpot symbol, the electric support state is set with a higher probability after the end of a type 1 hit than when the first special symbol is stopped and displayed as a jackpot symbol. From this, it can be said that it is more advantageous for the player to perform the variable display of the second special symbol (jackpot judgment for the second special symbol) than when the variable display of the first special symbol (jackpot judgment for the first special symbol) is performed.

[0060] <2 types per item> The above has been described regarding the one-type win. In contrast, the two-type win is started when the game ball enters the specific port 38 (see FIG. 2). In detail, in the pachinko machine 1 of this embodiment, when the second special chart is stopped and displayed with any small win pattern (when the result of the big win judgment for the second special chart is "small win"), a small win game is played in which the small winning port 35 (see FIG. 2) is in an open state. Then, when the game ball enters the small winning port 35 during this small win game and the game ball enters the specific port 38, the two-type win is started. In the pachinko machine 1 of this embodiment, when the small win game is played, if the right hit is performed, the game ball enters the small winning port 35 with almost 100% probability. Therefore, when the small win game is played, the two-type win is played with almost 100% probability.

[0061] As for the two-type win, multiple types with different "number of rounds" and "game state after the big win game" can be executed according to "type of small win pattern stopped and displayed". That is, as shown in Fig. 5 (c), when the second special pattern is stopped and displayed with "small win pattern 701-780" (when the second special pattern is stopped and displayed with a small win pattern and the two-type win is started, there is an 80% probability), "10 rounds are played, and the game state after the big win game ends is the electric support state, and the two-type win (also called "10R electric support two-type win" in this specification)" is performed. In addition, if the second special chart stops and displays the "small win pattern 781-800" (there is a 20% probability that the second special chart will stop and display the small win pattern and a 2-type win will begin), "10 rounds of play will be played, and after the big win play ends, a 2-type win will occur in which the game state will be in a non-electric support state (also referred to in this specification as a "10R non-electric support 2-type win").

[0062] As described above, in the pachinko machine 1 of this embodiment, when the variable display of the second special symbol is performed, a double win may be performed. From this, it can be said that the case where the variable display of the second special symbol (the jackpot judgment for the second special symbol) is performed is more advantageous for the player than the case where the variable display of the first special symbol (the jackpot judgment for the first special symbol) is performed.

[0063] In the pachinko machine 1 of this embodiment, when a jackpot game of "6R electric support per type", "10R electric support per type", or "10R electric support per type" is played, the electric support state is set after the jackpot game ends, and this electric support state is set continuously until 100 pattern change games (display of the first special chart and the second special chart change) are played unless a new jackpot game is played. Then, when the 100 pattern change games are played, a non-electric support state is set in place of the electric support state. In other words, when the electric support state is set with the end of the jackpot game, the remaining number of pattern change games that can be played in the electric support state (also referred to as "electric support number of times" in this specification) is set to 100 times (an electric support state with 100 electric support times is set). For the player, the electric support state is a more advantageous state than the non-electric support state, so in the electric support state, the player can expect that the jackpot game will start before the non-electric support state is set (before the electric support state ends).

[0064] In addition, in the pachinko machine 1 of this embodiment, one round of play ends when 10 game balls enter the ball (10 counts) or 30 seconds have passed, so in most cases, 100 game balls (10 counts x 10 payouts) are paid out in one round of play. Therefore, naturally, more game balls are paid out to the player in a jackpot game with a larger number of rounds than in a jackpot game with a smaller number of rounds. This allows the player to expect a jackpot game with a larger number of rounds.

[0065] During the execution of the jackpot game described above, the number of rounds of the jackpot game being executed is displayed on the round display section 55 of the segment display section 50. That is, as shown in Fig. 4, three LEDs are arranged on the round display section 55, and among the three LEDs, the left and center LEDs of this round display section 55 are lit to indicate that a jackpot game with the number of rounds being executed is six, and the right and center LEDs are lit to indicate that a jackpot game with the number of rounds being executed is ten.

[0066] <Special design reserved> When the game ball enters the first starting hole 24, as described above, the "jackpot determination for the first special chart" and the change display of the first special chart are performed, but these jackpot determinations and change displays are not performed immediately after the game ball enters the first starting hole 24, but the acquired judgment random number is temporarily stored as the first special chart reservation. Then, when a predetermined condition is met, the jackpot determination and the change display of the first special chart are performed based on the stored first special chart reservation. Such first special chart reservations are stored with an upper limit of four. The number of stored first special chart reservations (number of first special chart reservations) is displayed on the first special chart reservation display section 53 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are arranged in the first special chart reserved display unit 53, and in this first special chart reserved display unit 53, turning off both of the two LEDs indicates that the number of first special charts reserved is 0, turning on one LED indicates that the number of first special charts reserved is 1, turning on two LEDs indicates that the number of first special charts reserved is 2, flashing one LED indicates that the number of first special charts reserved is 3, and flashing two LEDs indicates that the number of first special charts reserved is 4.

[0067] Also, when the game ball enters the second starting hole 25, as described above, the "jackpot determination for the second special chart" and the change display of the second special chart are performed, but these jackpot determinations and change displays are not performed immediately after the game ball enters the second starting hole 25, but the acquired judgment random number is temporarily stored as the second special chart reservation. Then, when a predetermined condition is met, the jackpot determination and the change display of the second special chart are performed based on the stored second special chart reservation. Such second special chart reservations are also stored with an upper limit of four. The number of stored second special chart reservations (number of second special chart reservations) is displayed on the second special chart reservation display section 54 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are arranged in the second special chart reserved display unit 54, and in this second special chart reserved display unit 54, turning off both of the two LEDs indicates that the number of second special charts reserved is 0, turning on one LED indicates that the number of second special charts reserved is 1, turning on two LEDs indicates that the number of second special charts reserved is 2, flashing one LED indicates that the number of second special charts reserved is 3, and flashing two LEDs indicates that the number of second special charts reserved is 4.

[0068] In the pachinko machine 1 of this embodiment, even if the first special symbol reservation or the second special symbol reservation is stored during the variable display of any special symbol, during the fixed display of any special symbol, during the big win game, or during the small win game, the big win judgment and the variable display for these reservations are not performed. Also, when only the first special symbol reservation is stored among the first special symbol reservation and the second special symbol reservation, the big win judgment and the variable display for the first special symbol are performed for the first special symbol reservation stored first, but when the second special symbol reservation is stored, the big win judgment and the variable display for the second special symbol are performed regardless of whether the first special symbol reservation is stored or not. That is, the second special symbol is displayed in preference to the first special symbol (has a so-called second special symbol priority variable function).

[0069] <Normal symbol variation display, normal symbol winning game> As described above with reference to FIG. 2, a game ball hit from the left can pass through the left normal symbol operation gate 71, and a game ball hit from the right can pass through the right normal symbol operation gate 72. When a game ball passes through either the left normal symbol operation gate 71 or the right normal symbol operation gate 72 (normal symbol operation gates 71, 72) and is detected by either the left gate sensor 71s or the right gate sensor 72s (gate sensors 71s, 72s), a predetermined judgment random number (a normal symbol hit judgment random number described later) is obtained, and a normal symbol hit judgment is made to determine whether the game ball is a "normal symbol hit" or a "miss" based on the judgment random number. In other words, a normal symbol hit judgment may be made whether the game ball is hit from the left or the right.

[0070] Then, based on the result of this normal winning judgment, the normal pattern is displayed variably and then stopped. As shown in FIG. 4, the segment display unit 50 is provided with a normal pattern display unit 56 that displays normal patterns, and two LEDs are arranged in the normal pattern display unit 56. The normal pattern is displayed variably by switching the LED that is turned on among the two LEDs in the normal pattern display unit 56, and is stopped by turning on a predetermined LED among the two LEDs. In the pachinko machine 1 of this embodiment, three types of patterns can be displayed as normal patterns: a normal winning pattern 1100 in which the left LED of the two LEDs is turned on, a normal winning pattern 1101 in which the right LED is turned on, and a normal losing pattern 1102 in which the left and right (two) LEDs are turned on. If the result of the normal winning judgment is a normal winning, the normal symbol is displayed as either a normal winning symbol 1100 or 1101, and if the result of the normal winning judgment is a normal missing, the normal symbol is displayed as a normal missing symbol 1102. When the normal symbol is displayed as a normal winning symbol or a normal missing symbol in this way, a display (confirmation display) is performed to maintain the state in which the symbol is displayed as stopped until a predetermined time has elapsed in order to confirm the displayed symbol. Then, if the normal symbol is displayed as a normal winning symbol, a normal winning game is performed in which the second starting hole 25 is opened and then closed.

[0071] The above-mentioned non-electric support state and electric support state are set by varying the probability of being judged as a "normal hit" in the normal hit judgment (also referred to as the "normal hit probability" in this specification), the mode of the normal pattern variable display, and the mode of the normal hit game. In other words, in the non-electric support state, the normal hit probability is about 1 in 100, a long time is likely to be selected as the normal pattern variable time (either 1000 ms, 2000 ms, or 3000 ms is selected evenly), and during the normal hit game, the second starting hole 25 is opened for only a short time (16 ms x 1 time).

[0072] In contrast, in the electric support state, the probability of hitting a normal symbol is about 99 / 100, and a short time is likely to be selected as the normal symbol fluctuation time (either 1000 ms, 1252 ms, or 1500 ms is selected evenly), and the second start hole 25 is open for a long time (840 ms x 2 times) during a normal symbol hit game. As a result, in the non-electric support state, the frequency (proportion) of the second start hole 25 being in an open state is low, and the frequency of game balls entering the second start hole 25 is also low. In contrast, in the electric support state, the frequency (proportion) of the second start hole 25 being in an open state is high, and the frequency of game balls entering the second start hole 25 is also high.

[0073] <Display contents of the performance display device 41> The processing for performing the above-mentioned game is mainly performed by the CPU 201 of the main control board 200. In the pachinko machine 1 of this embodiment, a performance is performed in which various images are displayed on the performance display device 41 in accordance with the above-mentioned game. The processing for performing such a performance is mainly performed by the CPU 221 of the sub-control board 220.

[0074] For example, the performance display device 41 performs a performance (hereinafter also referred to as "pattern change performance") in accordance with the variable display (pattern change game) of the first or second special symbol. That is, in synchronization with the start timing of the variable display (pattern change game) of the special symbol (first or second special symbol), the performance display device 41 simultaneously starts the variable display of the three decorative symbols 41a, 41b, and 41c. After that, the decorative symbols 41a, 41b, and 41c are displayed in various modes until the variable time of the special symbol has elapsed. Then, in synchronization with the end timing of the variable display of the special symbol (stop display of the special symbol), the variable display of the decorative symbols 41a, 41b, and 41c is ended. In the pachinko machine 1 of this embodiment, it is possible to display (designed) symbols showing nine numbers from "1" to "9" as decorative symbols.

[0075] FIG. 6(a) conceptually shows three decorative patterns 41a, 41b, and 41c being displayed in a variable manner at the same time. After the variable display starts, when a predetermined time has elapsed, the left decorative pattern 41a is usually first displayed as a pattern showing any one of the numbers "1" to "9", then the right decorative pattern 41c is displayed, and finally the center decorative pattern 41b is displayed. The combination of the three decorative patterns 41a, 41b, and 41c displayed in a variable manner on the performance display device 41 is configured to correspond to the special pattern (first special pattern or second special pattern) displayed in a variable manner on the first special pattern display unit 51 or the second special pattern display unit 52 described above.

[0076] In detail, when the first or second special chart is stopped and displayed as a big win pattern, the three decorative patterns 41a, 41b, and 41c of the performance display device 41 are stopped and displayed as the same pattern combination (also called "double numbers" in this specification). Also, when the second special chart is stopped and displayed as a small win pattern, the three decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers". That is, in the pachinko machine 1 of this embodiment, when the first or second special chart is stopped and displayed as a big win pattern, a one-type win is performed, but when the second special chart is stopped and displayed as a small win pattern, a two-type win is performed (through a small win game) with a probability of approximately 100%. And since these are the same from the viewpoint of playing a jackpot game, even if the first or second special chart is displayed as a jackpot pattern, or even if the second special chart is displayed as a small jackpot pattern, the three decorative patterns 41a, 41b, 41c are displayed as "double numbers."

[0077] On the other hand, when the first or second special symbol is displayed as a miss symbol, the three decorative symbols 41a, 41b, and 41c are displayed as a combination of symbols that are not the same (also called "variable symbols" in this specification). The decorative symbols 41a, 41b, and 41c that are displayed as a stop symbol are displayed (confirmed display) until the fixed display time of the special symbol has elapsed.

[0078] In this way, the display contents of the special symbol displayed on the first special symbol display unit 51 or the second special symbol display unit 52 and the three decorative symbols 41a, 41b, and 41c displayed on the performance display unit 41 correspond to each other, and when the special symbol being displayed in a variable manner is stopped, the three decorative symbols 41a, 41b, and 41c are also stopped. Moreover, as shown in Fig. 2, the performance display unit 41 is provided in a more conspicuous position than the first special symbol display unit 51 or the second special symbol display unit 52 (segment display unit 50), and the display screen is large and the display contents are easy to understand, so that the player usually plays the game while viewing the screen of the performance display unit 41.

[0079] Therefore, for example, as shown in FIG. 6(b), when the left decorative pattern 41a, which is displayed first on the display screen of the performance display device 41, and the right decorative pattern 41c, which is displayed next, are displayed in a manner that could result in a "doublet," the player will focus on the changing display of the decorative patterns (pattern changing performance) wondering whether the middle decorative pattern 41b, which is displayed last, will be displayed to result in a "doublet."

[0080] In this way, two decorative symbols (decorative symbols except one of multiple decorative symbols) are displayed in a manner that can result in a "double number," and the last decorative symbol (one decorative symbol) is displayed in a variable manner (or the last decorative symbol is not displayed at all) is called a "reach effect," and it is possible to increase interest in the game by generating this reach effect. The variable display of decorative symbols 41a, 41b, and 41c can also be considered as "decorative symbol variation," and the CPU 221 of the sub-control board 220 that executes the reach effect can also be considered as a "reach effect execution means."

[0081] Also, as shown in Figure 6, a "reserved image (e.g., a circular image showing a ball)" is displayed to indicate that a special pattern is reserved (the start of the variable display of the special pattern is reserved). In detail, if in a non-electric support state, the same number of "reserved images" as the number of reserved first special patterns (the number of variable displays of the first special pattern whose start is reserved) are displayed, and if in an electric support state, the same number of "reserved images" as the number of reserved second special patterns (the number of variable displays of the first special pattern whose start is reserved) are displayed.

[0082] <Main game progression> In the pachinko machine 1 of this embodiment, the game progresses mainly in the following manner. Figures 7 and 8 are explanatory diagrams showing the progress of the main game in this embodiment. In particular, Figure 7 shows the progress of the main game in the non-electric support state, and Figure 8 shows the progress of the main game in the electric support state.

[0083] During the non-electric support state, the second starting hole 25 is rarely opened. Therefore, even if a "right hit" is performed, the game ball rarely enters the second starting hole 25. Therefore, during the non-electric support state, as shown in FIG. 7, a game is played by "left hitting" to aim for the ball to enter the first starting hole 24 (a game in which the variable display of the first special chart is mainly performed, also referred to as "game mainly based on the first special chart" in this specification). When a game ball enters the first starting hole 24 by hitting from the left (ev.1), a "jackpot determination for the first special chart" is performed and the variable display of the first special chart is performed (ev.2). In the "jackpot determination for the first special chart", a "jackpot" is determined with a probability of about 1 in 300, so in most cases, the first special chart is stopped and displayed as a missing pattern. While the first special chart continues to change like this, if the "jackpot determination for the first special chart" determines that there is a jackpot, the first special chart will stop and display the jackpot pattern (ev.3), and a type 1 win will be performed (ev.4).

[0084] Then, when this one type is over, as described above with reference to Fig. 5(a), the non-electric support state is set with a probability of about 50% (ev.5), and the electric support state with 100 electric support times is set with a probability of about 50% (ev.6). Of these, when the non-electric support state is set (ev.5), the frequency with which the second starting hole 25 is opened remains low, so the above-mentioned game of hitting from the left (game mainly based on the first special chart shown in Fig. 7) is repeated.

[0085] On the other hand, when the electric support state is set (ev.6), the game proceeds as follows. That is, during the electric support state, the second starting hole 25 is frequently opened, and it is easy to get the game ball to enter the second starting hole 25. Therefore, during the electric support state, as shown in FIG. 8, a game is played aiming to enter the second starting hole 25 by "hitting to the right" (a game in which the variable display of the second special chart is mainly performed, also referred to as "a game mainly based on the second special chart" in this specification) is played. Then, when the game ball enters the second starting hole 25 (ev.11), a "jackpot determination for the second special chart" is performed and the variable display of the second special chart is performed (ev.12).

[0086] In the "Jackpot Judgment for the 2nd Special Chart", as in the "Jackpot Judgment for the 1st Special Chart", the probability of a "jackpot" is judged to be about 1 in 300. If a "jackpot" is judged to be a "jackpot", the 2nd special chart will stop displaying the jackpot pattern (ev.13), and a 1-type win will be performed (ev.14).

[0087] Then, when this one type ends, as described above using Figure 5 (b), there is a probability of approximately 20% to set a non-electric support state (ev.15), and there is a probability of approximately 80% to set an electric support state with 100 electric support cycles (ev.16).

[0088] In addition, in the "Big Win Judgment for the Second Special Chart", a "Small Win" is judged with a probability of about 1 in 60. If a "Small Win" is judged, the second special chart is stopped and displayed with a small win pattern (ev.17), and a small win game is played (ev.18). If a game ball enters the small winning hole 35 during a small win game and the game ball enters the specific hole 38 (ev.19), a double win is played (ev.20). On the other hand, even if a small win game is played, if the game ball does not enter the specific hole 38 (ev.23), a double win is not played. However, in the pachinko machine 1 of this embodiment, when a small win game is played, if a right hit is performed, the game ball enters the small winning hole 35 with a probability of almost 100%. Therefore, when a small win game is played, there is an almost 100% probability that a two-type win will occur, and in turn, when the variable display of the second special chart is performed, there is a 1 in 60 probability that a two-type win will occur (through a small win game).

[0089] When the two-type hit is over (ev.20), as described above with reference to FIG. 5(c), a non-electric support state is set with a probability of about 20% (ev.21), and an electric support state with 100 electric support times is set with a probability of about 80% (ev.22). Of these, when an electric support state with 100 electric support times is set (ev.22), the frequency with which the second starting hole 25 is in an open state remains high, so the above-mentioned right-hitting game (game mainly based on the second special symbol shown in FIG. 8) is repeated. On the other hand, when a non-electric support state is set (ev.21), a game of left-hitting (game mainly based on the first special symbol) as described above with reference to FIG. 7 is played.

[0090] In addition, when the electric support state is set, if the pattern change play is performed for the number of electric support times (100 times) without a big win play being performed after that (when the number of electric support times becomes 0), the non-electric support state is set instead of the electric support state. In this case, the game of hitting the left hand as described above (the game mainly based on the first special symbol shown in Figure 7) will be performed.

[0091] As described above, in the pachinko machine 1 of this embodiment, when the "jackpot judgment for the second special chart (variable display of the second special chart)" is performed during the electric support state, in addition to the case where the second special chart is stopped and displayed as a jackpot pattern, the player can be made to feel that a jackpot game is being played even when the second special chart is stopped and displayed as a small jackpot pattern. In other words, in the electric support state, the player can be made to feel that a jackpot game is being played with a probability of about 1 in 50, which is the sum of the probability of the jackpot pattern being stopped and displayed in the variable display of the second special chart, which is about 1 in 300, and the probability of the small jackpot pattern being stopped and displayed, which is about 1 in 60.

[0092] C. Game control processing: 9 is a flowchart showing the game control process for controlling the progress of a game. The game control process is performed by the CPU 201 of the main control board 200 at a predetermined cycle (for example, based on a timer interrupt that occurs every 4 msec). The game control process performed by the CPU 201 of the main control board 200 will be described below according to the flowchart. In the following description, well-known processes such as the initialization process of the CPU 201, the interrupt prohibition process, and the interrupt permission process will be omitted.

[0093] <Output processing> As shown in Fig. 9, when the CPU 201 of the main control board 200 starts the game control process, it first performs the output process (S100). In the pachinko machine 1 of this embodiment, in various processes described later, various commands to be sent to various control boards including the sub-control board 220 are stored in an output buffer secured in the RAM 203. In the output process (S100), the various commands stored in the output buffer in this way are sent to the various control boards. By doing so, for example, the sub-control board 220 controls the presentation in accordance with the progress of the game, and the payout control board 240 controls the drive of the payout motor 243 (payout of game balls).

[0094] <Input processing> The CPU 201 of the main control board 200 then performs input processing (S200). As described above, in the pachinko machine 1 of this embodiment, when a game ball enters any of the first start hole 24, the second start hole 25, the other ball entry hole 30, the large prize entry hole 28, and the small prize entry hole 35, the game ball is paid out. Therefore, in the input processing (S200), it is determined whether or not a game ball is detected by the sensors (the first start hole sensor 24s, the second start hole sensor 25s, the large prize entry hole sensor 28s, the small prize entry hole sensor 35s, etc.) that detect these ball entries. As a result, if a game ball is detected, a payout command indicating the number of game balls to be paid out is stored in the output buffer described above. The payout command thus stored in the output buffer is transmitted to the payout control board 240 in the next output processing (S100).

[0095] <Random number update process> The CPU 201 of the main control board 200 then performs a random number update process (S300). As described above, in the pachinko machine 1 of this embodiment, a jackpot determination and a normal hit determination are made based on a predetermined determination random number. In more detail, a jackpot determination is made based on a "jackpot determination random number", and a normal hit determination is made based on a "normal hit determination random number". In addition, the variable display of the special symbol in the pachinko machine 1 of this embodiment is made based on a variable pattern described later, and this variable pattern is selected based on a "variation pattern selection random number".

[0096] In the pachinko machine 1 of this embodiment, when the jackpot determination result is "jackpot", one of the multiple types of jackpot symbols is displayed as a stopped symbol, and when the jackpot determination result is "small jackpot", one of the multiple types of small jackpot symbols is displayed as a stopped symbol, and the type of symbol is selected based on the "symbol selection random number". In the random number update process (S300), these random numbers are updated. Note that these random numbers may be updated not only in the random number update process (S300), but also during the period from the end of the game control process to the start of the next game control process (the next timer interrupt). Also, a dedicated circuit for updating random numbers may be provided, and the random numbers may be updated by this dedicated circuit.

[0097] <Start port etc. sensor detection processing> The CPU 201 of the main control board 200 then performs a start hole etc. sensor detection process (S400). In this start hole etc. sensor detection process (S400), first, based on the detection result of the gate sensors 71s, 72s, it is determined whether the game ball has passed through the normal symbol operation gates 71, 72. As a result, if the game ball has passed through the normal symbol operation gates 71, 72, it is determined whether the game is during a normal symbol win game, during a normal symbol variable display, or during a normal symbol fixed display. As a result, if the game is not during a normal symbol win game, during a normal symbol variable display, or during a normal symbol fixed display, a normal symbol win determination random number is obtained and the normal symbol win determination random number is stored.

[0098] After the processing related to the gate sensors 71s and 72s is performed in this way, it is next judged whether or not the game ball has entered the first start hole 24 based on the detection result of the first start hole sensor 24s. As a result, if the game ball has entered the first start hole 24, it is judged whether or not the number of first special symbols reserved has reached the upper limit of four. Then, if the number of first special symbols reserved has not reached four, a jackpot determination random number, a variation pattern selection random number, and a design selection random number are acquired, and these random numbers are stored as the first special symbol reservation. The first special symbol reservation (acquisition information) is stored in a first special symbol reservation storage area (acquisition information storage means) secured in the RAM 203 so that the order of storage can be identified.

[0099] Here, the variable display of the first special chart (pattern variable game) is performed based on the jackpot determination random number, the variable pattern selection random number, and the pattern selection random number acquired as the first special chart reservation. In addition, the performance (pattern variable performance) performed in accordance with the variable display of the first special chart is also performed based on the jackpot determination random number, the variable pattern selection random number, and the pattern selection random number acquired as the first special chart reservation. Therefore, when the first special chart reservation is stored, even if the variable display based on the first special chart reservation has not yet started (even if the variable start condition has not been established), it is possible to determine the mode of the variable display and performance (pattern variable game and pattern variable performance based on the first special chart reservation) based on the first special chart reservation. For example, even before the variable display based on the first special chart reservation is performed, it is possible to determine the result of the jackpot determination for the first special chart reservation (jackpot, miss), the type of jackpot game to be started if the result of the jackpot determination is "jackpot", whether or not a reach performance is performed (whether or not the acquired information is predetermined information), etc. This type of judgment is called a pre-judgment, and in the pachinko machine 1 of this embodiment, when the first special chart reservation is stored, a pre-judgment is made on the first special chart reservation, and the result of the pre-judgment is stored in correspondence with the first special chart reservation.

[0100] In this way, when the first special symbol reservation is stored and the preliminary judgment result for the first special symbol reservation is stored, a preliminary judgment result command indicating this preliminary judgment result is stored in the output buffer of the RAM 203. The preliminary judgment result command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the preliminary judgment result of the first special symbol reservation. Note that if the game ball has not entered the first start hole 24 or if the number of first special symbol reservations has already reached four, a new first special symbol reservation is not stored and no preliminary judgment is performed.

[0101] After the process for storing the first special symbol reservation is performed in this way, it is then determined whether or not the game ball has entered the second start hole 25 based on the detection result of the second start hole sensor 25s. As a result, if the game ball has entered the second start hole 25, it is determined whether or not the number of second special symbols reserved has reached the upper limit of four. If the number of second special symbols reserved has not reached four, the jackpot determination random number, the variable pattern selection random number, and the pattern selection random number are obtained and these random numbers are stored as the second special symbol reservation. The second special symbol reservation is stored in a second special symbol reservation storage area secured in the RAM 203 so that the order of storage can be identified. After storing the second special symbol reservation in this way, the same pre-determination as described above is performed for the second special symbol reservation. However, in the pre-determination for the second special symbol reservation, it is also determined whether or not the result of the jackpot determination is a small win.

[0102] In this way, when the second special chart reservation is stored and the pre-determination result for the second special chart reservation is stored, a pre-determination result command indicating this pre-determination result is stored in the output buffer of the RAM 203. The pre-determination result command stored in the output buffer in this way is also transmitted to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the pre-determination result of the second special chart reservation. Note that if the game ball has not entered the second start hole 25 or if the number of second special chart reservations has already reached four, no new second special chart reservations are stored and no pre-determination is performed.

[0103] <Normal operation process> The CPU 201 of the main control board 200 then performs normal operation processing (S500). In this normal operation processing (S500), processing is performed to variably display normal symbols and execute normal winning games. That is, the CPU 201 of the main control board 200 first judges whether or not a normal winning judgment random number was stored in the above-mentioned start port etc. sensor detection processing (S400). As a result, if a normal winning judgment random number was stored, the stored normal winning judgment random number is read out and a normal winning judgment is performed based on the normal winning judgment random number.

[0104] After the normal winning judgment is performed, it is judged whether the result of the normal winning judgment is a normal winning. As a result, if the result of the normal winning judgment is a normal winning, a normal winning pattern (stop pattern) to be displayed in the normal pattern variable display is determined, and the determined normal winning pattern is stored. In other words, if the normal winning pattern 1100 is determined as the stop pattern, it is stored that the left LED (see FIG. 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display. On the other hand, if the normal winning pattern 1101 is determined as the stop pattern, it is stored that the right LED (see FIG. 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display. On the other hand, if the result of the normal winning judgment is a normal missing, the normal missing pattern 1102 is stored as the pattern (stop pattern) to be displayed in the normal pattern variable display. In other words, it is memorized that as a result of the current change in the ordinary pattern display, the two LEDs on the left and right of the ordinary pattern display section 56 (see Figure 4) are turned on.

[0105] In this way, when the pattern (stop pattern) to be displayed in the normal pattern change display is stored, the normal pattern change time is set. In detail, if in a non-electric support state, set either 1000 ms, 2000 ms, or 3000 ms, and if in an electric support state, set either 1000 ms, 1252 ms, or 1500 ms. After setting the normal pattern change time, the normal pattern change display is started. Then, the normal pattern hit judgment random number that was the subject of this normal pattern hit judgment is erased from the memory area.

[0106] The above describes the processing when the normal pattern is not being played, the normal pattern is not being changed, and the normal pattern is not being confirmed. On the other hand, when the normal pattern is being changed, it is determined whether the change time of the normal pattern has elapsed. As a result, when it is determined that the change time has elapsed, the normal pattern being changed is displayed in a pre-stored manner. That is, when the result of the normal pattern hit judgment is a normal pattern hit and the normal pattern hit 1100 is to be displayed, the left LED of the normal pattern display unit 56 is turned on (the normal pattern hit 1100 is displayed), and when the normal pattern hit 1101 is to be displayed, the right LED of the normal pattern display unit 56 is turned on (the normal pattern hit 1101 is displayed). On the other hand, when the result of the normal pattern hit judgment is a miss, the left and right (two) LEDs of the normal pattern display unit 56 are turned on (the normal pattern miss 1102 is displayed). When the normal symbols are stopped and displayed in this manner, the fixed display of the normal symbols is started, so the fixed display time of the normal symbols is set.

[0107] On the other hand, if the normal symbol is being displayed, it is determined whether the display time has elapsed. If the display time has elapsed, it is determined whether the normal symbol displayed (displayed) this time is a normal winning symbol (the LED to the left of the normal symbol display unit 56 is lit). If the normal symbol displayed (displayed) is a normal winning symbol, the opening pattern (number of times to open, opening time, closing time, etc.) of the second start hole 25 in the normal winning game is set.

[0108] In detail, when the machine is in a non-electric support state, the opening pattern is set so that the second starting hole 25 is opened only once for 16 ms. On the other hand, when the machine is in an electric support state, the opening pattern is set so that the second starting hole 25 is opened only twice for 840 ms. After setting the opening pattern in this way, the normal winning game starts.

[0109] During the normal winning game, the second starting port solenoid 26m is controlled to operate the opening and closing door 26 so that the second starting port 25 is in the open / closed state according to the above-mentioned opening pattern. Then, when the control according to this opening pattern is completed, the normal winning game ends. When the normal winning game ends, a normal winning game end command indicating the end of the normal winning game is stored in the output buffer of the RAM 203. The normal winning game end command stored in the output buffer in this way is also sent to the sub-control board 220 in the next output process (S100).

[0110] <Special Action Processing> The CPU 201 of the main control board 200 then performs a special operation process (S600). In this special operation process (S600), the CPU 201 performs processes such as variably displaying the special symbol (first special symbol or second special symbol), executing a big win game, and executing a small win game. That is, the CPU 201 of the main control board 200 first judges whether the game is a big win game, a small win game, a variably displayed special symbol (first special symbol or second special symbol), or a fixed display of the special symbol (first special symbol or second special symbol).

[0111] If the result is not any of these, it is determined whether or not the second special chart reservation is stored in the second special chart reservation memory area. If the result is that the second special chart reservation is stored in the second special chart reservation memory area, the first stored second special chart reservation (jackpot determination random number, variable pattern selection random number, pattern selection random number) is read out. Then, a jackpot determination (jackpot determination for the second special chart) is made based on the jackpot determination random number contained in the read second special chart reservation. In the "jackpot determination for the second special chart", it is determined whether it is a "jackpot", "small hit", or "miss".

[0112] On the other hand, if the second special chart reservation is not stored, this time it is judged whether the first special chart reservation is stored in the first special chart reservation memory area. As a result, if the first special chart reservation is stored in the first special chart reservation memory area, the first special chart reservation (jackpot judgment random number, pattern selection random number, variation pattern selection random number) stored first among the stored first special chart reservations is read. Then, a jackpot judgment (jackpot judgment for the first special chart) is made based on the jackpot judgment random number contained in the read first special chart reservation. In the "jackpot judgment for the first special chart", it is judged whether it is a "jackpot" or a "miss".

[0113] Here, in the pachinko machine 1 of this embodiment, the jackpot determination random number is a random number updated in the range of 0 to 65535 (a random number that can take 65536 values), and if the jackpot determination random number acquired as the first special chart reservation or the second special chart reservation is any of the values ​​corresponding to a "jackpot", it is determined to be a "jackpot". By appropriately setting such a value corresponding to a "jackpot", the probability of being determined to be a "jackpot" in both the "jackpot determination for the first special chart" and the "jackpot determination for the second special chart" is set to about 1 in 300.

[0114] In addition, if the jackpot determination random number obtained as the second special chart reservation is one of the values ​​corresponding to a "small hit", it is determined to be a "small hit". By appropriately setting the value corresponding to such a "small hit", the probability of being determined to be a "small hit" in the "jackpot determination for the second special chart" is set to about 1 in 60.

[0115] If the result of the jackpot determination is "jackpot", the type of jackpot pattern to be displayed in the variable display of the special pattern (variable pattern game) is selected based on the pattern selection random number included in the first special pattern reservation or the second special pattern reservation read out this time. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the jackpot pattern 101-300 can be displayed as the first special pattern, and the jackpot pattern 501-700 can be displayed as the second special pattern. Therefore, when the first special pattern reservation is read out, the jackpot pattern corresponding to the pattern selection random number read out as the first special pattern reservation is selected as the pattern to be displayed in the variable display. In addition, when the second special symbol reservation is read, the jackpot symbol selection table in which the symbol selection random numbers are assigned to the jackpot symbols 501 to 700 is referenced, and the jackpot symbol corresponding to the symbol selection random number read as the second special symbol reservation is selected as the symbol to be stopped and displayed. The jackpot symbol selection table is pre-stored in the ROM 202 of the main control board 200.

[0116] In addition, if the result of the big win judgment for the second special symbol is "small win", the type of small win symbol to be stopped and displayed in the variable display of the special symbol (variable symbol game) this time is selected based on the symbol selection random number included in the second special symbol reservation read this time. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, small win symbols 701-800 can be stopped and displayed as the second special symbol. Therefore, by referring to the small win symbol selection table in which the symbol selection random numbers are assigned to the small win symbols 701-800, the small win symbol corresponding to the symbol selection random number read as the second special symbol reservation is selected as the symbol to be stopped and displayed. The small win symbol selection table is pre-stored in the ROM 202 of the main control board 200.

[0117] On the other hand, if the result of the jackpot determination is "miss", if the currently read special reserved pattern is the first special reserved pattern, the miss pattern 401 is selected as the pattern to be stopped and displayed, and if the currently read special reserved pattern is the second special reserved pattern, the miss pattern 801 is selected as the pattern to be stopped and displayed. The jackpot pattern, small win pattern, and miss pattern selected as the pattern to be stopped and displayed are stored in the stop pattern storage area secured in the RAM 203.

[0118] After selecting the symbol to be displayed in this way, the change pattern of the special symbol change display (symbol change game) is selected. The change pattern is the time (change time) from when the special symbol (first special symbol or second special symbol) starts to change and when it stops, and each change pattern is assigned information (change pattern ID) to distinguish it from other change patterns. The change pattern selection table is referenced in the process of selecting the change pattern. The change pattern selection table is a table in which a change pattern selection random number is assigned to a plurality of change patterns (change pattern ID, change time) as shown in FIG. 10. In the process of selecting the change pattern, the change pattern corresponding to the change pattern selection random number read this time as the first special symbol reserved or the second special symbol reserved is determined as the change pattern for this time by referring to such a change pattern selection table. Therefore, the probability that each change pattern is selected is determined by the ratio of random numbers assigned to each change pattern among the change pattern selection random numbers that can be obtained.

[0119] The variation pattern selected in this way is transmitted to the sub-control board 220 as a variation pattern designation command described later. When the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it recognizes the variation pattern of the current symbol variation game based on the variation pattern designation command, and executes the symbol variation presentation with a presentation pattern based on (corresponding to) the recognized variation pattern.

[0120] In the process of selecting the above-mentioned variation pattern, the same variation pattern selection table is not always referred to, but a variation pattern selection table corresponding to various game progress situations is referred to. In detail, as shown in FIG. 11, a variation pattern selection table corresponding to the type of special symbol (first special symbol or second special symbol), the currently set game state, the result of the big win judgment, the number of stored first special symbol reserves and second special symbol reserves, etc. is referred to. In addition, although not shown, a variation pattern selection table corresponding to the type of one kind or two kinds (the type of one kind or two kinds described above using FIG. 5) to be started this time is also referred to. In this way, it becomes possible to select a variation pattern corresponding to various game progress situations, and the CPU 221 of the sub-control board 220 can execute a pattern variation presentation with a presentation pattern corresponding to various game progress situations.

[0121] For example, if the result of the "jackpot determination for the first special chart" or the "jackpot determination for the second special chart" is "jackpot", the CPU 221 of the sub-control board 220 executes a pattern change effect in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers" after the reach performance. Also, if the result of the "jackpot determination for the second special chart" is "small hit", the CPU 221 executes a pattern change effect in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers" after the reach performance.

[0122] In addition, if the result of the "jackpot judgment for the first special chart" or the "jackpot judgment for the second special chart" is "miss", the reach performance is not performed, or after the reach performance, a pattern variation performance is performed in which the decorative patterns 41a, 41b, and 41c are stopped and displayed in a "variable pattern". Each variation pattern selection table is pre-stored in the ROM 202 of the main control board 200.

[0123] In this way, the symbol to be stopped and displayed in the current special symbol variable display is selected, and the variable display of the special symbol is started after the variable display pattern of the current special symbol variable display is selected. Then, a variable pattern designation command indicating the currently selected variable pattern is stored in the output buffer of the RAM 203. The variable pattern designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). Also, the first special symbol reservation or the second special symbol reservation that was the subject of the current big win judgment is erased from the first special symbol reservation storage area or the second special symbol reservation storage area.

[0124] The above describes the process when the special symbol is not being displayed during a big win game, a small win game, a special symbol (first special symbol or second special symbol) during a variable display, or a fixed special symbol display. In contrast, when the special symbol is being displayed during a variable display, it is determined whether or not the variable time of the special symbol during the variable display has elapsed. As a result, when it is determined that the variable time has elapsed, the special symbol during the variable display is displayed as a fixed special symbol stored in the fixed symbol storage area (fixed display is started). When the special symbol is displayed as a fixed special symbol, the fixed special symbol display time is set. Then, a variable stop command indicating that the special symbol has been displayed as a fixed special symbol is stored in the output buffer of the RAM 203. The variable stop command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0125] Then, when the special symbol is being displayed, it is determined whether the display time has elapsed. If the display time has elapsed, it is determined whether the special symbol that has been stopped (displayed) this time is a big win symbol, a small win symbol, or a miss symbol.

[0126] As a result, if the special symbol displayed as stopped is a losing symbol, it is also determined whether or not the electric support state is set. If the special symbol is displayed as a losing symbol during the electric support state, the number of electric support times is subtracted by one. If the number of electric support times becomes 0 as a result, a non-electric support state is set instead of the electric support state. When a new non-electric support state is set in this way, a game state designation command indicating the newly set game state (here, the non-electric support state) is stored in the output buffer of the RAM 203. The game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0127] On the other hand, even if the special symbol displayed as stopped is a small winning symbol, first, it is determined whether or not the electric support state is set, and if the electric support state is set, the number of electric support times is subtracted by one. As a result, if the number of electric support times becomes 0, the non-electric support state is set instead of the electric support state. When the non-electric support state is newly set in this way, a game state designation command indicating the newly set game state (here, the non-electric support state) is stored in the output buffer of the RAM 203. Then, the game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0128] In addition, in response to the small win symbol being stopped and displayed, the opening pattern (number of times of opening, opening time, closing time, etc.) of the small win opening 35 in the small win game is set. In the pachinko machine 1 of this embodiment, the small win opening 35 is in an open state for 1.6 seconds during the small win game, so such an opening pattern of the small win opening 35 is set. After the opening pattern of the small win opening 35 is set in this way, the small win game is started. Then, a small win game start command indicating the start of the small win game is stored in the output buffer of the RAM 203. The small win game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0129] Also, if the special symbol displayed as stopped is a jackpot symbol, the opening pattern (number of times of opening, opening time, closing time, etc.) of the big prize opening 28 in one type is set. As described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the number of rounds during one type varies depending on the type of jackpot symbol displayed as stopped. Therefore, the opening pattern of the big prize opening 28 is set in accordance with the type of jackpot symbol displayed as stopped. After the opening pattern of the big prize opening 28 is set in this way, one type is started. Then, a big prize game start command indicating the start of one type is stored in the output buffer of the RAM 203. This big prize game start command also includes information indicating the type of one type to be started this time (see FIG. 5). The big prize game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0130] The above describes the process when the special symbol is being displayed. On the other hand, when a small win game is being played, the small win solenoid 35m is controlled to operate the opening and closing door 36 so that the small win port 35 is opened and closed in the above-mentioned opening pattern (opening pattern in which the port is open for 1.6 seconds). Then, when the control of the small win solenoid 35m (operation of the opening and closing door 36) according to the above-mentioned opening pattern is completed, a small win game end command indicating the end of the small win game is stored in the output buffer of the RAM 203. The small win game end command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0131] Then, it is determined whether or not a game ball has entered the small winning port 35 during the current small winning game. As a result, if a game ball has entered the small winning port 35 during the current small winning game, it is determined whether or not the game ball has entered the specific port 38. As a result, if a game ball has entered the specific port 38, the opening pattern (number of openings, opening time, closing time, etc.) of the large winning port 28 in the two-type winning is set to start the two-type winning. After the opening pattern of the large winning port 28 is set in this way, the two-type winning is started. Then, a big winning game start command indicating the start of the two-type winning is stored in the output buffer of the RAM 203. This big winning game start command also includes information indicating the type of the two-type winning to be started this time (see FIG. 5). The big winning game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0132] The above describes the process when a small win game is being played. On the other hand, when a big win game is being played (when a single type win or a double type win is being played), the large win port solenoid 29m is controlled to operate the opening and closing door 29 so that the large win port 28 is in the open state or closed state in the above-mentioned opening pattern. Then, at the start of a round game, a round game start command indicating the start of the round game is stored in the output buffer of the RAM 203, and at the end of the round game, a round game end command indicating the end of the round game is stored in the output buffer of the RAM 203. The round game start command and round game end command stored in the output buffer in this way are transmitted to the sub-control board 220 in the next output process (S100).

[0133] In addition, when the control of the big prize opening solenoid 29m (operation of the opening and closing door 29) according to the above-mentioned opening pattern is completed, the big prize game ends. Then, a big prize game end command indicating the end of the big prize game is stored in the output buffer of the RAM 203. The big prize game end command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). When the big prize game ends, the game state is set to a non-electric support state or an electric support state (electric support state with 100 electric support times) according to the type of the big prize game (see FIG. 5). Even when the game state is set in this way, a game state designation command indicating the set game state is stored in the output buffer of the RAM 203. The game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0134] <Pending number processing> The CPU 201 of the main control board 200 then performs reserved number processing (S700). In this reserved number processing (S700), the number of reserved first special charts stored in the first special chart reserved storage area and the number of reserved second special charts stored in the second special chart reserved storage area are read out, and a reserved number transmission command indicating these numbers is stored in the output buffer of the RAM 203. The reserved number transmission command thus stored in the output buffer is also transmitted to the sub-control board 220 in the next output processing (S100). In this way, the sub-control board 220 can execute various performances based on these numbers, such as displaying reserved images corresponding to the number of reserved first special charts and the number of reserved second special charts on the performance display device 41.

[0135] In addition, the special symbol can be regarded as "identification information", the variable display of the special symbol can be regarded as "identification information variation", and the "CPU 201 of the main control board 200" that executes the "identification information variation" can be regarded as "identification information variation means". In addition, the big win symbol and the small win symbol can be regarded as "specific mode", the big win game can be regarded as "specific game", and the "CPU 201 of the main control board 200" that executes the big win game (specific game) when the special symbol (identification information) is stopped and displayed as the big win symbol or the small win symbol (specific mode) in the variable display of the special symbol (identification information variation) can be regarded as "specific game execution means". In addition, the "CPU 201 of the main control board 200" that can set the non-electric support state and the electric support state can be regarded as "game state setting means".

[0136] D. Performance control processing: 12 is a flowchart showing the performance control process for controlling performance. The performance control process is performed by the CPU 221 of the sub-control board 220 at predetermined intervals (for example, based on a timer interrupt that occurs every 10 msec). The performance control process performed by the CPU 221 of the sub-control board 220 will be explained below according to the flowchart. Note that in the following explanation, explanations of well-known processes such as the initialization process of the CPU 221, the interrupt prohibition process, and the interrupt permission process are omitted.

[0137] When the performance control process is started, the CPU 221 of the sub-control board 220 first performs a command analysis process (S800). Here, every time the CPU 221 of the sub-control board 220 receives a command from the main control board 200, the CPU 221 stores the received command in a received command storage area of ​​the RAM 223 as an external interrupt process. In the command analysis process (S800), a performance corresponding to the command stored in this received command storage area, i.e., the command received from the main control board 200, is determined, and a command to be transmitted to the image / audio control board 230, the lamp control board 226, etc. to perform this performance is stored in an output buffer secured in the RAM 223.

[0138] The CPU 221 of the sub-control board 220 then performs output processing (S900). In this processing, the command stored in the output buffer of the RAM 223 is transmitted to the image / audio control board 230, the lamp control board 226, etc. When the command is received from the sub-control board 220, the image / audio control board 230 displays an image corresponding to the received command on the performance display device 41, and outputs a sound corresponding to the received command from the various speakers 6a, 6b, etc. In addition, the lamp control board 226 causes the various lamps 5a to 5c, etc. to emit light in a light emission pattern corresponding to the received command.

[0139] As described above, the sub-control board 220 cooperates with the image / audio control board 230, the lamp control board 226, etc. to execute various effects, but for ease of explanation in this specification, the execution of such various effects will also be expressed simply as "the CPU 221 of the sub-control board 220 executes various effects."

[0140] 13 shows the processing (various effects, etc.) performed by the CPU 221 of the sub-control board 220 in response to the command received from the main control board 200. As shown in FIG. 13, when the CPU 221 of the sub-control board 220 receives a pre-determination result command, it detects that a new special reserved figure has been stored (displays a reserved image indicating that a special reserved figure has been stored) and performs a pre-determination, which is a performance based on the pre-determination result. For example, it displays an image of a character or the like corresponding to the pre-determination result on the performance display device 41. Note that the pre-determination performance does not need to be performed all the time when a pre-determination result command is received, and may be performed when a predetermined condition is met (for example, when a predetermined execution lottery is won).

[0141] In addition, when the CPU 221 of the sub-control board 220 receives the reserved number transmission command, it displays reserved images in the same number as the first special chart reserved number and the second special chart reserved number indicated by this command in the first reserved display area 41d and the second reserved display area 41e of the performance display device 41. It is not necessary to display both the first special chart reserved number and the second special chart reserved number at all times, and for example, in a non-electric support state where left hitting is performed, that is, in a state where a game mainly based on the first special chart is played, the first special chart reserved number may be displayed, and in a non-electric support state where right hitting is performed, that is, in a state where a game mainly based on the second special chart is played, the second special chart reserved number may be displayed.

[0142] Incidentally, the CPU 221 of the sub-control board 220 that displays the "reserved image" can also be regarded as a "reserved image display means."

[0143] In addition, when the CPU 221 of the sub-control board 220 receives a variation pattern designation command, it starts a pattern variation performance (including the variation display of decorative patterns 41a, 41b, 41c) corresponding to the variation pattern indicated by the variation pattern designation command in accordance with the variation display of the special pattern (first special pattern or second special pattern).

[0144] That is, when the variation pattern (variation pattern designation command) selected when the result of the "jackpot judgment for the first special chart" or the "jackpot judgment for the second special chart" is "jackpot" is received (when the first special chart or the second special chart is stopped and displayed as a jackpot pattern), the pattern variation performance in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers" is started after the reach performance. Also, when the variation pattern (variation pattern designation command) selected when the result of the "jackpot judgment for the second special chart" is "small hit" is received (when the second special chart is stopped and displayed as a small hit pattern), the pattern variation performance in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers" is started after the reach performance.

[0145] In addition, when the result of the "jackpot judgement for the first special chart" or the "jackpot judgement for the second special chart" is "miss", if a variation pattern (variation pattern designation command) selected is received (when the first special chart or the second special chart is stopped and displayed as a miss pattern), a pattern variation performance in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "barakeme" is started without performing a reach performance, or after the reach performance. Then, when a variation stop command is received during the execution of the pattern variation performance, the pattern variation performance ends.

[0146] Also, as shown in FIG. 13, when the CPU 221 of the sub-control board 220 receives a small win game start command, it starts a small win game presentation indicating that a small win game is being played. Then, when the CPU 221 of the sub-control board 220 receives a small win game end command, it ends the small win game presentation. Also, when it receives a specific ball entry command during a small win game, it executes a specific ball entry presentation indicating that a game ball has entered the specific ball entry 38 (indicating that a two-type win is confirmed to start). The specific ball entry command is a command transmitted from the main control board 200 when a small win game (a small win game based on the second special chart) is started by the second special chart being stopped and displayed with a small win pattern, and when a game ball that entered during the small win game enters the specific ball entry 38, in other words, when a two-type win is performed. As the specific ball entry presentation, for example, a presentation displaying a character image of "V" is executed.

[0147] Moreover, when the CPU 221 of the sub-control board 220 receives a jackpot game start command, it starts a jackpot game presentation indicating that a jackpot game is being played. For example, at the timing when a jackpot game is started, a fanfare presentation indicating the start of the jackpot game is executed, and a video (so-called movie) indicating that a jackpot game is being played is started to be displayed. Also, a presentation suggesting the number of rounds of the started jackpot game and a presentation suggesting the game state (non-electric support state or electric support state) to be set after the started jackpot game ends are executed. In the pachinko machine 1 of this embodiment, as such a jackpot game presentation, a plurality of jackpot game presentations having different modes (for example, videos to be displayed, etc.) can be executed, and which jackpot game presentation is executed is determined according to a predetermined lottery result and the type of jackpot game.

[0148] When the CPU 221 of the sub-control board 220 receives a round game start command during a jackpot game, it starts a round game presentation (for example, superimposed on the jackpot game presentation) that indicates that a round game is in progress. For example, it starts a presentation that indicates the number of round games in the jackpot game being played (for example, a presentation that displays 1R, 2R, 3R, etc.). Then, when it receives a round game end command, it ends the round game presentation, and when it receives a jackpot game end command, it ends the jackpot game presentation.

[0149] Furthermore, when the CPU 221 of the sub-control board 220 receives a game state designation command, it starts a presentation corresponding to the set game state. For example, it executes a presentation in which the decorative patterns 41a, 41b, 41c and their background images are changed to a form (such as color or shape) corresponding to the game state, and when an electric support state is set, it starts a presentation that displays the remaining number of electric supports.

[0150] E. Effects that suggest the likelihood of a big win: Here, in the pachinko machine 1 of this embodiment, "background effect", "speech effect" and "SP reach effect" can be executed as effects suggesting "big win expectation rate". "Big win expectation rate" is the possibility that a big win pattern (a big win pattern or a small win pattern in the case of the variable display of the second special pattern) is stopped and displayed in the variable display of the special pattern, in other words, the possibility that a big win game will be performed as a result of the variable display of the special pattern.

[0151] Below, we will explain the "background effects," "dialogue effects," and "SP reach effects," which are effects that suggest the "expected probability of a jackpot."

[0152] E-1.Background production: First, the "background effect" will be described. The "background effect" is an effect that suggests the "expected probability of a big win" by utilizing the display mode of the background image in which the decorative patterns 41a, 41b, and 41c are displayed overlapping each other (displayed as the background of the decorative patterns 41a, 41b, and 41c).

[0153] In detail, as shown in Fig. 14(a), during the variable display of the special symbols, a background image is displayed on the display screen of the effect display device 41, and the decorative symbols 41a, 41b, and 41c are displayed in a variable manner superimposed on the background image. The "background effect" is an effect that suggests the "expected probability of a big win" in the variable display of the decorative symbols 41a, 41b, and 41c (special symbols) by changing the display mode (color) of the background image for a short period of time (e.g., one second) after a predetermined time has elapsed (e.g., one second) since the start of the variable display of the decorative symbols 41a, 41b, and 41c (special symbols).

[0154] As such "background effects", as shown in Fig. 14(b), "background effect A", "background effect B", "background effect C", and "background effect D" can be executed. Of these, "background effect A" is an effect in which the color of the background image is changed to "blue" for a short period of time, and the "expected probability of a big win" when "background effect A" is executed is "2%".

[0155] Additionally, "Background effect B" is an effect in which the color of the background image is changed to "green" for a short period of time, and the "expected chance of a jackpot" when "Background effect B" is performed is "5%." Additionally, "Background effect C" is an effect in which the color of the background image is changed to "red" for a short period of time, and the "expected chance of a jackpot" when "Background effect C" is performed is "20%." Additionally, "Background effect D" is an effect in which the color of the background image is changed to "gold" for a short period of time, and the "expected chance of a jackpot" when "Background effect D" is performed is "30%."

[0156] In other words, if "background performance A" is performed while the decorative patterns 41a, 41b, and 41c (special patterns) are being displayed, the "background performance A" suggests that the "expected jackpot rate" in the decorative patterns 41a, 41b, and 41c (special patterns) is 2%. Also, if "background performance B" is performed while the decorative patterns 41a, 41b, and 41c (special patterns) are being displayed, the "background performance B" suggests that the "expected jackpot rate" in the decorative patterns 41a, 41b, and 41c (special patterns) is 5%. In addition, when "background effect C" is performed during the execution of the variable display of the decorative patterns 41a, 41b, 41c (special patterns), the "background effect C" suggests that the "expected probability of a big win" in the variable display of the decorative patterns 41a, 41b, 41c (special patterns) is "20%." In addition, when "background effect D" is performed during the variable display of the decorative patterns 41a, 41b, 41c (special patterns), the "background effect D" suggests that the "expected probability of a big win" in the variable display of the decorative patterns 41a, 41b, 41c (special patterns) is "30%."

[0157] E-2. Dialogue Production: Next, the "dialogue effect" will be explained. The "dialogue effect" is an effect in which a dialogue image showing dialogue (text) is displayed on the display screen of the effect display device 41 for a short period of time while the decorative patterns 41a, 41b, and 41c (special patterns) are being displayed. In this "dialogue effect", the display mode (dialogue (text)) of the dialogue image is used to suggest the "expected probability of a big win."

[0158] In detail, as shown in FIG. 15(a), the "dialogue effect" is an effect in which a dialogue image is displayed superimposed on the decorative patterns 41a, 41b, 41c for a short period of time (e.g., 2 seconds) a predetermined time after (e.g., 5 seconds after) has elapsed since the varying display of the decorative patterns 41a, 41b, 41c (special patterns) has begun, and the display mode of this dialogue image (dialogue (text)) is used to suggest the "expected probability of a jackpot" in the varying display of the decorative patterns 41a, 41b, 41c (special patterns).

[0159] As such "dialogue effects", "dialogue effect A", "dialogue effect B", "dialogue effect C" and "dialogue effect D" can be executed as shown in Fig. 15(b). Among these, "dialogue effect A" is an effect that displays a dialogue image showing the dialogue (text) "Maybe?", and the "expected probability of a big win" when "dialogue effect A" is executed is "2%".

[0160] Furthermore, "Line effect B" is an effect that displays a line image showing the line (text) "Chance?", and the "expected jackpot rate" when "Line effect B" is performed is "10%". Furthermore, "Line effect C" is an effect that displays a line image showing the line (text) "Hot!", and the "expected jackpot rate" when "Line effect C" is performed is "20%". Furthermore, "Line effect D" is an effect that displays a line image showing the line (text) "Super hot!!", and the "expected jackpot rate" when "Line effect D" is performed is "60%".

[0161] In other words, if "Dialogue A" is performed during the variable display of the decorative patterns 41a, 41b, and 41c (special patterns), the "Dialogue A" suggests that the "Big Hit Expectation Rate" in the variable display of the decorative patterns 41a, 41b, and 41c (special patterns) is "2%." Also, if "Dialogue B" is performed during the variable display of the decorative patterns 41a, 41b, and 41c (special patterns), the "Dialogue B" suggests that the "Big Hit Expectation Rate" in the variable display of the decorative patterns 41a, 41b, and 41c (special patterns) is "10%." In addition, when "Dialogue performance C" is performed during the execution of the variable display of the decorative patterns 41a, 41b, and 41c (special patterns), the "Dialogue performance C" suggests that the "Expected jackpot rate" in the variable display of the decorative patterns 41a, 41b, and 41c (special patterns) is "20%." In addition, when "Dialogue performance D" is performed during the variable display of the decorative patterns 41a, 41b, and 41c (special patterns), the "Dialogue performance D" suggests that the "Expected jackpot rate" in the variable display of the decorative patterns 41a, 41b, and 41c (special patterns) is "60%."

[0162] E-3.SP Reach Production: Finally, the "SP reach effect" will be explained. First, in the pachinko machine 1 of this embodiment, the left decorative pattern 41a and the right decorative pattern 41c are displayed in a manner that can result in a "double number," and the center decorative pattern 41b is displayed in a variable manner (or the center decorative pattern 41b is not displayed). Then, during the "period from the start to the end of the reach effect," it is possible to execute a "competition effect that displays the state in which an ally character fights an enemy character (for example, a video showing the state is played)."

[0163] In the pachinko machine 1 of this embodiment, the "game performance" executed during the "period from the start to the end of the reach performance" is expressed as an "SP reach performance." In this "SP reach performance," the "expected probability of a big hit" is suggested by using the displayed (played) content (the type of friendly character fighting against the enemy character).

[0164] In detail, the "SP reach performance" starts after a predetermined time (for example, 10 seconds) has elapsed since the reach performance described above with reference to FIG. 6(b) has started. In the "SP reach performance", as shown in FIG. 16(a), the decorative patterns 41a, 41b, and 41c are reduced and displayed in the upper right part of the display screen of the performance display device 41. Alternatively, the left decorative pattern 41a and the right decorative pattern 41c are reduced and displayed in the upper right part of the display screen of the performance display device 41, and the middle decorative pattern 41b is not displayed. Then, in the center of the display screen of the performance display device 41, a "battle performance" is performed in which a scene (video) of an ally character fighting an enemy character is displayed (played back).

[0165] As such "SP reach performance", as shown in Fig. 16(b), "SP reach performance A", "SP reach performance B", "SP reach performance C", and "SP reach performance D" can be executed. Of these, "SP reach performance A" is a "battle performance" in which a scene (video) of character A (ally character) fighting an enemy character is displayed (played), and the "expected probability of a big hit" when "SP reach performance A" is executed is "10%".

[0166] In addition, "SP reach performance B" is a "match performance" in which a scene (video) of character B (ally character) fighting an enemy character is displayed (played), and the "expected probability of a big hit" when "SP reach performance B" is performed is "20%". In addition, "SP reach performance A" is a "match performance" in which a scene (video) of character C (ally character) fighting an enemy character is displayed (played), and the "expected probability of a big hit" when "SP reach performance C" is performed is "30%". In addition, "SP reach performance D" is a "match performance" in which a scene (video) of character D (ally character) fighting an enemy character is displayed (played), and the "expected probability of a big hit" when "SP reach performance D" is performed is "70%".

[0167] In other words, if "SP reach performance A" is performed during the execution of the variable display of the decorative patterns 41a, 41b, and 41c (special patterns), the "SP reach performance A" suggests that the "expected jackpot rate" in the variable display of the decorative patterns 41a, 41b, and 41c (special patterns) is "10%." Also, if "SP reach performance B" is performed during the variable display of the decorative patterns 41a, 41b, and 41c (special patterns), the "SP reach performance B" suggests that the "expected jackpot rate" in the variable display of the decorative patterns 41a, 41b, and 41c (special patterns) is "20%." In addition, if "SP reach performance C" is performed during the execution of the variable display of the decorative patterns 41a, 41b, 41c (special patterns), the "SP reach performance C" suggests that the "expected jackpot rate" in the variable display of the decorative patterns 41a, 41b, 41c (special patterns) is "30%". In addition, if "SP reach performance D" is performed during the variable display of the decorative patterns 41a, 41b, 41c (special patterns), the "SP reach performance D" suggests that the "expected jackpot rate" in the variable display of the decorative patterns 41a, 41b, 41c (special patterns) is "70%".

[0168] When the "SP Reach Performance" as described above is performed, after the end of the "SP Reach Performance", either a "defeat performance" is performed to display the ally character displayed in the "SP Reach Performance" being defeated by an enemy character, or a "victory performance" is performed to display the ally character displayed in the "SP Reach Performance" winning against an enemy character. When the "defeat performance" is performed, the decorative symbols 41a, 41b, and 41c are displayed as "barakeme" (the special symbols are displayed as miss symbols), and when the "victory performance" is performed, the decorative symbols 41a, 41b, and 41c are displayed as "double symbols" (the special symbols are displayed as big win symbols or small win symbols).

[0169] The above-mentioned "background performance", "dialogue performance", and "SP reach performance" are performed in accordance with the change pattern. In other words, if it is set to perform part or all of the "background performance", "dialogue performance", and "SP reach performance" in accordance with the change pattern selected when starting the change display of the special symbol, the part or all of the "background performance", "dialogue performance", and "SP reach performance" are performed during the execution of the change display of the special symbol. Therefore, naturally, during the execution of one change display of the special symbol, there are cases where none of the "background performance", "dialogue performance", and "SP reach performance" are performed, cases where only part of the "background performance", "dialogue performance", and "SP reach performance" are performed, and cases where all of the "background performance", "dialogue performance", and "SP reach performance" are performed.

[0170] In addition, the "expected probability of a big win" when the above-mentioned "background performance", "speech performance", and "SP reach performance" are executed is realized by appropriately setting the probability of selecting a variation pattern that performs various performances of "background performance", "speech performance", and "SP reach performance" separately for the case where a big win symbol or a small win symbol is stopped and displayed, and the case where a miss symbol is stopped and displayed. That is, it is realized by appropriately setting the ratio of the variation pattern selection random number allocated to the variation pattern that performs a part or all of "background performance", "speech performance", and "SP reach performance" in the variation pattern selection table described above with reference to FIG. 10.

[0171] In addition, the "expected probability of a jackpot" can also be regarded as the "possibility of a specific aspect," and the "background effects," "dialogue effects," and "SP reach effects" can also be regarded as "possibility suggestion effects," and the CPU 201 of the sub-control board 220 that executes these effects can also be regarded as the "effect execution means."

[0172] F. Preview Production: F-1. Preview performance summary: As described above, in the pachinko machine 1 of this embodiment, it is possible to execute "background effects," "dialogue effects," and "SP reach effects." When the display of changing special symbols begins, it is possible to execute a "preview effect" that suggests (previews) the type of effect that may be executed (or the type of effect that will be executed) among these effects.

[0173] Fig. 17 shows an example of the "preview performance" of this embodiment. As shown in Fig. 17, the area in the lower right part of the display screen of the performance display device 41 is set as a "preview performance display area" for displaying the "preview performance". The "preview performance" is performed by displaying various images in this "preview performance display area".

[0174] More specifically, in the "preview performance," a "timing image" is displayed. This "timing image" is an image whose display mode changes in response to (associated with) the passage of time during the variable display of the special symbols, and is an image that suggests the passage of time by changing its display mode. For example, as shown in FIG. 17, the "timing image" is a bar-shaped (rectangular) image extending in the left-right direction that is displayed in blue. Then, in response to the passage of time during the variable display of the special symbols, the color changes from the left side to red (the area displayed in red increases).

[0175] In the "preview performance", a "preview image" is also displayed along with the above-mentioned "timing image". As the "preview image", a "background preview image" showing the background performance, a "dialogue preview image" showing the "dialogue performance", and an "SP preview image" showing the SP reach performance can be displayed. In the "preview performance", by displaying such a "preview image", it is suggested that the performance shown in the "preview image" may be executed.

[0176] The types of "preview images" are shown in Fig. 18. As shown in Fig. 18, the pachinko machine 1 of this embodiment can display 12 types of "preview images" corresponding to the background effects A to D, the dialogue effects A to D, and the SP reach effects A to D, respectively.

[0177] Among them, the "background preview images" have a rectangular shape, and those marked with the letter A indicate background performance A, those marked with the letter B indicate background performance B, those marked with the letter C indicate background performance C, and those marked with the letter D indicate background performance D.

[0178] In addition, the "dialogue preview images" have a circular shape, and those marked with the letter A indicate dialogue performance A, those marked with the letter B indicate dialogue performance B, those marked with the letter C indicate dialogue performance C, and those marked with the letter D indicate dialogue performance D.

[0179] In addition, the "SP preview images" have a pentagonal shape, and those marked with the letter A indicate SP reach performance A, those marked with the letter B indicate SP reach performance B, those marked with the letter C indicate SP reach performance C, and those marked with the letter D indicate SP reach performance D.

[0180] In the "preview performance", a "preview image" showing a specific performance such as these is displayed, suggesting that there is a possibility that the specific performance (the performance shown in the preview image) will take place.

[0181] In addition, in the "preview performance", such a "preview image" is displayed at a position corresponding to the execution timing of the performance indicated by the "preview performance". In addition, when multiple "preview images" are displayed, each of these "preview images" is displayed at a position corresponding to the execution order of the performance indicated by the "preview performance".

[0182] FIG. 19 is an explanatory diagram for explaining the display position of the "preview image" in the "preview performance". When the "preview performance" starts when the variable display of the special pattern starts, the "preview image" is displayed together with the "timing image". In the example shown in FIG. 19, a "background preview image" with the letter A attached, a "dialogue preview image" with the letter A attached, and an "SP preview image" with the letter A attached are displayed as the "preview image".

[0183] After that, as the special symbol variable display progresses, the color of the "timing image" changes from the left side (the display mode changes) in response to (associated with) the passage of time during the variable display of the special symbol. Then, when the color change of the "timing image" reaches the position where the "background preview image (background preview image with the letter A)" is displayed, the "background performance (background performance A)" begins. In other words, in the "preview performance", the "background preview image" is displayed at a position corresponding to the execution timing of the background performance indicated by the player.

[0184] After that, the variable display of the special symbol continues (time passes during the variable display of the special symbol), and when the color change of the "timing image" reaches the position where the "dialogue preview image (dialogue preview image with the letter A)" is displayed, the "dialogue performance (dialogue performance A)" starts. That is, in the "preview performance", the "dialogue preview image" is displayed at a position corresponding to the execution timing of the dialogue performance indicated by the player.

[0185] After that, the special symbol changes further (time passes during the special symbol change), and when the color change of the "timing image" reaches the position where the "SP preview image (SP preview image with the letter A)" is displayed, the "SP reach performance (SP reach performance A)" starts. That is, in the "preview performance", the "SP preview image" is displayed at a position corresponding to the execution timing of the SP reach performance indicated by the player.

[0186] In the above example, the special symbols are displayed in the order of "background effect" → "dialogue effect" → "SP reach effect" in one variable display, and the "background preview image", "dialogue preview image", and "SP preview image" that indicate these are displayed in the order of "background preview image" → "dialogue preview image" → "SP preview image" from the left. In other words, the multiple "preview images" are displayed in positions that correspond to the execution order of the effects that they respectively indicate.

[0187] As described above, in a "preview performance", the "preview image" is displayed at a position corresponding to the execution timing of the performance indicated by the "preview image". In other words, the "preview image" is displayed in a manner suggesting the execution timing of the performance indicated by the "preview image". Also, the "preview image" is displayed at a position corresponding to the execution order of the performance indicated by the "preview image". In other words, the "preview image" is displayed in a manner suggesting the execution order of the performance indicated by the "preview image".

[0188] In addition, in the "preview performance", an image showing the time lapse until the performance shown in the "preview image" is executed may be displayed together with the "preview image". For example, a number image (a countdown image) showing the time until the performance shown in the "preview image" is executed may be displayed together with the "preview image".

[0189] F-2. Preview processing: A flowchart of the "preview performance process" is shown in Fig. 20. This process is for executing the "preview performance" and is executed by the CPU 221 of the sub-control board 220 as a timer interrupt process (for example, every 10 ms).

[0190] When the "notice performance process" is started, the CPU 221 of the sub-control board 220 first judges whether it is the timing to start the variable display of the special symbol (S1000). If it is the timing to start the variable display of the special symbol (S1000: yes), it judges whether the variable pattern of the variable display of the special symbol that is started this time is a variable pattern that can execute the "notice performance" (S1002).

[0191] Here, the background performances A to D, the dialogue performances A to D, and the SP reach performances A to D are executed when a change pattern (corresponding to these performances) that is preset to execute these performances is selected. For example, when a change pattern corresponding to the background performance A is selected, the background performance A is executed while the special symbol change display based on the change pattern is being executed. Also, when a change pattern corresponding to the dialogue performance A is selected, the dialogue performance A is executed while the special symbol change display based on the change pattern is being executed. Also, when a change pattern corresponding to the SP reach performance A is selected, the SP reach performance A is executed while the special symbol change display based on the change pattern is being executed.

[0192] In addition, when a change pattern corresponding to the background performance A and the dialogue performance A is selected, the background performance A and the dialogue performance A are executed during the execution of the change display of the special symbol based on the change pattern. In addition, when a change pattern corresponding to the background performance A, the dialogue performance A, and the SP reach performance A is selected, the background performance A, the dialogue performance A, and the SP reach performance A are executed during the execution of the change display of the special symbol based on the change pattern.

[0193] Therefore, in the pachinko machine 1 of this embodiment, a variation pattern that is pre-set to execute at least one of the background effects A to D, dialogue effects A to D, and SP reach effects A to D (at least one effect is performed) is set as a variation pattern in which a "preview effect" can be executed.

[0194] In the judgment process of S1002, it is judged whether the change pattern of the special symbol change display to be started this time is a change pattern that can execute such a "pre-notice performance". Then, if the change pattern of the special symbol change display to be started this time is a change pattern that can execute the "pre-notice performance" (S1002: yes), first, a "display lottery for background preview image" is performed to determine whether or not to display a "background preview image" in the "pre-notice performance" (S1004).

[0195] In this "lottery for displaying background preview images", if the "background performance" is not performed during the execution of the variable display of the special symbols that is about to start, it is decided (with a 100% probability) that the "background preview image" will not be displayed. This is because there is a risk that interest in the game will decrease if the "background performance" is not performed even though the "background preview image" is displayed.

[0196] On the other hand, if a "background performance" is performed during the currently started variable display of the special symbol, the "background preview image display lottery" determines that a "background preview image" will be displayed with a predetermined probability (for example, a 50% probability). Then, if it is determined that a "background preview image" will be displayed, the type of "background performance" performed during the currently started variable display of the special symbol (any of background performances A to D) is detected, and it is determined that a "background preview image" (a background preview image with any of the letters A to D) corresponding to the type of "background performance" will be displayed.

[0197] After the "background preview image display lottery" has been thus performed (S1004), a "dialogue preview image display lottery" is then performed to determine whether or not a "dialogue preview image" is to be displayed in the "preview performance" (S1006).

[0198] In this "dialogue preview image display lottery", if the "dialogue performance" is not performed during the execution of the currently started variable display of the special symbol, it is decided (with a 100% probability) that the "dialogue preview image" will not be displayed. This is because there is a risk that interest in the game will decrease if the "dialogue performance" is not performed even though the "dialogue preview image" is displayed.

[0199] On the other hand, if a "dialogue performance" is performed during the currently started variable display of the special pattern, the "dialogue preview image display lottery" determines that a "dialogue preview image" will be displayed with a predetermined probability (for example, 50% probability). Then, if it is determined that a "dialogue preview image" will be displayed, the type of "dialogue performance" performed during the currently started variable display of the special pattern (any of the dialogue performances A to D) is detected, and it is determined that a "dialogue preview image" (a dialogue preview image with any of the letters A to D attached) corresponding to the type of "dialogue performance" will be displayed.

[0200] Once the "dialogue preview image display lottery" has been performed in this manner (S1006), then a "SP preview image display lottery" is performed to determine whether or not to display a "SP preview image" in the "preview performance" (S1008).

[0201] In this "SP preview image display lottery", if the "SP reach performance" is not performed during the execution of the variable display of the special symbol that is about to start this time, it is decided (with a 100% probability) that the "SP preview image" will not be displayed. This is because there is a risk that interest in the game will decrease if the "SP reach performance" is not performed even though the "SP preview image" is displayed.

[0202] On the other hand, if an "SP reach performance" is performed during the currently started variable display of the special symbol, the "SP preview image display lottery" determines that an "SP preview image" will be displayed with a predetermined probability (for example, 50% probability). Then, if it is determined that an "SP preview image" will be displayed, the type of "SP reach performance" performed during the currently started variable display of the special symbol (any of the SP reach performances A to D) is detected, and it is determined that an "SP preview image" (an SP preview image with any of the letters A to D attached) corresponding to the type of "SP reach performance" will be displayed.

[0203] Thus, as a result of carrying out the "background preview image display lottery," "dialogue preview image display lottery," and "SP preview image display lottery" (S1004, S1006, S1008), if it is determined that at least one "preview image" is to be displayed (S1010: yes), a "preview performance" is started (S1012). Naturally, in this "preview performance," the "preview image" determined to be displayed in the "background preview image display lottery," "dialogue preview image display lottery," and "SP preview image display lottery" is displayed. Furthermore, the "preview image" is displayed at a position corresponding to the execution timing of the performance indicated by itself (in a manner suggesting the execution timing). Furthermore, when multiple "preview images" are displayed, they are displayed at a position corresponding to the execution order of the performance indicated by itself (in a manner suggesting the execution order).

[0204] F-3. History display: Fig. 21 shows how "history display" is performed in the "preview performance" of this embodiment. In the pachinko machine 1 of this embodiment, when a "preview image" is displayed in the "preview performance", when the performance indicated by the "preview image" starts (is performed), "history display" is performed to change the display mode of the "preview image" (to a mode suggesting that the performance has been performed).

[0205] For example, as shown in Fig. 21(a), when a "background preview image (background preview image marked with A)" is displayed in a "preview performance," when a "background performance (background performance A)" is started (performed), the display mode of the "background preview image" is changed (to a mode suggesting that the "background performance" has been performed). As a change in this display mode, in the example shown in Fig. 21(a), the color of the "background preview image" is changed (for example, from blue to red), but the "background preview image" may also be displayed with the word "Done" added.

[0206] Furthermore, as shown in Fig. 21(b), when a "dialogue preview image (dialogue preview image marked with A)" is displayed in a "preview performance", when a "dialogue performance (dialogue performance A)" is started (performed), the display mode of the "dialogue preview image" is changed (to a mode suggesting that the "dialogue performance" has been performed). As a change in this display mode, in the example shown in Fig. 21(b), the color of the "dialogue preview image" is changed (for example, from blue to red), but the "dialogue preview image" may also be displayed with the word "Done" added.

[0207] Also, as shown in Fig. 21(c), when an "SP preview image (SP preview image marked with A)" is displayed in the "preview performance", when the "SP reach performance (SP reach performance A)" starts (is performed), the display mode of the "SP preview image" is changed (to a mode suggesting that the "SP reach performance" has been performed). As a change in this display mode, in the example shown in Fig. 21(c), the color of the "SP preview image" is changed (for example, from blue to red), but the "SP preview image" may also be displayed with the word "Done" added.

[0208] Furthermore, when a "preview image" is displayed in a "preview performance", the "preview image" may be deleted (the display of the "preview image" may be terminated) once the performance indicated by the "preview image" is started (performed). For example, when a "background preview image (background preview image marked with A)" is displayed in a "preview performance", the "background preview image" may be deleted (the display of the "background preview image" may be terminated) once the "background performance (background performance A)" is started (performed). Such a configuration for deleting a "preview image" (terminating the display of the "preview image") can also be considered as a configuration for changing the display mode of the "preview image".

[0209] In addition, even if a predetermined "preview image" is not displayed in the "preview performance", when a performance indicated by the predetermined "preview image" is performed, a "preview image" indicating the performance may be displayed when the performance is performed. For example, when a "background performance" is performed even if a "background preview image" is not displayed in the "preview performance", a "background preview image" may be displayed when the "background performance" is performed. In addition, when a "dialogue performance" is performed even if a "dialogue preview image" is not displayed in the "preview performance", a "dialogue preview image" may be displayed when the "dialogue performance" is performed. In addition, when an "SP reach performance" is performed even if an "SP preview image" is not displayed in the "preview performance", a "SP preview image" may be displayed when the "SP reach performance" is performed.

[0210] As described above, in the pachinko machine 1 of this embodiment, players who expect to play a jackpot pay attention to the effects (background effects, dialogue effects, SP reach effects) that suggest the likelihood of a jackpot. In this regard, in the pachinko machine 1 of this embodiment, when the special symbol is displayed in a variable manner, a "preview effect" that suggests the type of "effect that may be performed during the execution of the variable display of the special symbol" can be executed. In this way, a novel gameplay can be realized in which the type of "effect that may be performed during the execution of the variable display of the special symbol" is suggested before the effects (background effects, dialogue effects, SP reach effects) that suggest the likelihood of a jackpot are actually executed, and it is possible to increase the interest in the game.

[0211] In addition, in the pachinko machine 1 of this embodiment, when multiple types of effects are suggested in the "preview performance", in other words, when multiple types of "preview images" are displayed in the "preview performance", the execution order of the multiple types of effects can also be suggested. In other words, the "preview image" is displayed in a manner that suggests the execution order of the effects it indicates. In this way, it is possible to realize a novel gameplay in which the execution order of "effects that may be performed during the execution of the variable display of special symbols" is suggested before the effects (background effects, dialogue effects, SP reach effects) that actually suggest the probability of a jackpot are performed, and it is possible to increase the interest in the game.

[0212] In addition, in the pachinko machine 1 of this embodiment, when a predetermined performance is suggested in the "preview performance", in other words, when a "preview image" showing a predetermined performance is displayed in the "preview performance", the execution timing of the predetermined performance can also be suggested. In other words, the "preview image" is displayed in a manner that suggests the execution timing of the performance it indicates. In this way, it is possible to realize a novel gameplay in which the execution timing of "performance that may be performed during the execution of the variable display of special symbols" is suggested before the performance (background performance, dialogue performance, SP reach performance) that actually suggests the probability of a jackpot is actually performed, and it is possible to increase the interest in the game.

[0213] In addition, in the pachinko machine 1 of this embodiment, in the "preview performance", a "preview image" showing a predetermined performance is displayed to suggest that the predetermined performance may be executed. Then, when the "preview performance" that displays the "preview image" showing the predetermined performance is executed, if the predetermined performance is actually executed, a "history display" is executed to change (vary) the display mode of the "preview image" showing the predetermined performance. In this way, the display mode of the "preview image" can be used to make the player aware of whether or not the performance (predetermined performance) suggested in the "preview performance" was actually executed (it can be displayed as the execution history of the performance suggested in the preview performance), which can increase the interest in the game.

[0214] G. Variations: Next, a modified example will be described. G-1. Variation 1: In the above-described embodiment, when a "preview image" is displayed in the "preview performance", the performance indicated by the "preview image" is always performed. However, the present invention is not limited to this, and may be configured such that even when a "preview image" is displayed in the "preview performance", the performance indicated by the "preview image" is not always performed.

[0215] For example, in the above-mentioned "lottery for displaying a background preview image", even if a "background performance" is not performed during the execution of the variable display of the special symbol that is to be started this time, it may be determined that a "background preview image" is to be displayed with a predetermined probability. Also, in the above-mentioned "lottery for displaying a dialogue preview image", even if a "dialogue performance" is not performed during the execution of the variable display of the special symbol that is to be started this time, it may be determined that a "dialogue preview image" is to be displayed with a predetermined probability. Also, in the above-mentioned "lottery for displaying an SP preview image", even if a "SP reach performance" is not performed during the execution of the variable display of the special symbol that is to be started this time, it may be determined that an "SP preview image" is to be displayed with a predetermined probability.

[0216] In this type of variant example 1, even if a "background preview image" is displayed in the "preview performance", the "background performance" may not be performed, and even if a "dialogue preview image" is displayed in the "preview performance", the "dialogue performance" may not be performed, and even if an "SP preview image" is displayed in the "preview performance", the "SP reach performance" may not be performed.

[0217] In this modified example 1, the display mode of the "preview image" in the "preview performance" suggests the possibility that the performance indicated by the "preview image" will be executed. For example, as shown in Fig. 22, when the "preview image" is displayed in blue, the performance indicated by the "preview image" will be executed with a 10% probability, when the "preview image" is displayed in yellow, the performance indicated by the "preview image" will be executed with a 20% probability, when the "preview image" is displayed in green, the performance indicated by the "preview image" will be executed with a 30% probability, and when the "preview image" is displayed in red, the performance indicated by the "preview image" will be executed with a 70% probability.

[0218] To give a specific example, in the "preview performance," if "background preview image A" is displayed in blue, "dialogue preview image C" is displayed in green, and "SP preview image D" is displayed in red, there is a 10% probability that background performance A will be executed, a 30% probability that dialogue performance C will be executed, and a 70% probability that SP reach performance D will be executed.

[0219] Naturally, a configuration such as that of variant example 1 can be realized by appropriately setting the probability of winning the "lottery for displaying background preview image," "lottery for displaying dialogue preview image," and "lottery for displaying special preview image," as well as the probability of displaying the "preview image" in a specified color (pattern).

[0220] As described above, in the first modification, in the "preview performance", a "preview image" showing a predetermined performance is displayed to suggest that the predetermined performance may be executed. Then, when a "preview performance" that displays a "preview image" showing a predetermined performance is executed, the display mode of the "preview image" suggests that the predetermined performance may be executed. In this way, a novel gameplay is realized in which a player who is expecting a predetermined performance to be executed is drawn to not only whether or not a "preview image" showing a predetermined performance is displayed, but also to the display mode of the "preview image" showing the predetermined performance, thereby making it possible to increase interest in the game.

[0221] G-2. Variation 2: In the above-mentioned modified example 1, when a "preview image" is displayed in a "preview performance" (before the performance suggested by the preview image is performed), it may be possible to change (alter) the display mode of the "preview image." For example, when a "preview image" is displayed in a "preview performance" (before the performance suggested by the preview image is performed), it may be possible to change (alter) the color or size of the "preview image."

[0222] Furthermore, when a "preview image" is displayed in the "preview performance", it may be possible to make it more likely that the performance suggested by the "preview image" will be executed if the display mode of the "preview image" changes than if it does not change.

[0223] For example, if a blue "Background Preview Image A" is displayed during a "preview performance," if the color of the "Background Preview Image A" remains blue, there is a 20% chance that "Background Performance A" will be executed, and if the color of the "Background Preview Image A" changes (is altered) from blue to red, there is a 50% chance that "Background Performance A" will be executed.

[0224] Naturally, a configuration such as that of variant example 2 can be realized by appropriately setting the probability of winning the "lottery for displaying background preview image," "lottery for displaying dialogue preview image," and "lottery for displaying SP preview image," as well as the probability of changing (altering) the display mode of the "preview image."

[0225] As described above, in the second modification, when a "preview image" is displayed in the "preview performance" (before the performance suggested by the preview image is performed), it is possible to change (alter) the color or size of the "preview image." This can provide a sense of surprise to the player, making it possible to increase the interest in the game.

[0226] In addition, in the second modification, when a "preview image" is displayed, the probability that the effect suggested by the "preview image" will be executed is higher if the display mode of the "preview image" changes than if it does not change. This allows a novel gameplay feature to be realized in which a player who is expecting a predetermined effect to pay attention not only to whether or not a "preview image" indicating a predetermined effect is displayed, but also to whether or not the display mode of the "preview image" indicating a predetermined effect changes, thereby making it possible to increase interest in the game.

[0227] G-3. Variation 3: In the above-mentioned modified example 1, when a "preview image" is displayed in the "preview performance", it may be possible to change (modify) the type of performance suggested by the "preview image". Then, when the type of performance suggested by the "preview image" is changed and a performance corresponding to the "preview image" is performed, the type of performance suggested by the "preview image" after the change is performed.

[0228] For example, as shown in FIG. 23(a), when a "background preview image" with the letter A, a "line preview image" with the letter A, and an "SP preview image" with the letter A are displayed in the "preview performance", it may be possible to change (modify) the "line preview image" with the letter A to a "line preview image" with the letter B, as shown in FIG. 23(b). In other words, it may be possible to change (modify) a "line preview image" suggesting that a line performance A may be performed to a "line preview image" suggesting that a line performance B may be performed. Then, when the "line performance" corresponding to the "line preview image" is performed in this way, a "line performance (line performance B)" of the type indicated by the "line preview image" after the change is performed.

[0229] Furthermore, as shown in FIG. 23(c), it may be possible to change (modify) an "SP preview image" marked with the letter A to an "SP preview image" marked with the letter C. In other words, it may be possible to change (modify) an "SP preview image" suggesting that an SP reach performance A may be performed to an "SP preview image" suggesting that an SP reach performance C may be performed. Then, when the "SP preview image" is changed in this way, if an "SP reach performance" corresponding to the "SP preview image" is performed, an "SP reach performance (SP reach performance C)" of the type indicated by the "SP preview image" after the change is performed.

[0230] Furthermore, when a "preview image" is displayed in the "preview performance", it may be possible to make it so that the probability of the performance suggested by the "preview image" being executed is higher if the type of performance suggested by the "preview image" has changed than if there has been no change.

[0231] For example, in a "preview performance," if a "dialogue preview image" with the letter A attached is displayed, if the "dialogue preview image" with the letter A attached remains displayed, there is a 20% probability that "dialogue performance A" will be executed, and if the "dialogue preview image" with the letter A attached changes (is changed) to a "dialogue preview image" with the letter B attached, there is a 50% probability that "dialogue performance B" will be executed.

[0232] Naturally, a configuration such as that of variant example 3 can be realized by appropriately setting the probability of winning the "lottery for displaying background preview image," "lottery for displaying dialogue preview image," and "lottery for displaying special preview image," as well as the probability of changing (altering) the type of presentation suggested by the "preview image."

[0233] As described above, in the third modification, even after the "preview performance" has started, the type of performance suggested by the "preview performance", in other words, the type of performance shown by the "preview image" displayed in the "preview performance", may be changed. Therefore, even after the "preview performance" has started (even after the player has once recognized the contents of the preview performance), it is possible to realize a novel gameplay that draws the player's attention to the "preview performance" (whether the type of performance suggested by the preview performance, in other words, the type of performance shown by the preview image will be changed or not), and it is possible to increase the interest in the game.

[0234] In addition, in the third modification, even after the "preview performance" has started, the type of performance suggested by the "preview performance", in other words, the type of performance shown by the "preview image" displayed in the "preview performance", may be changed, and when such a change occurs, the performance suggested by the "preview performance" (the performance shown by the preview image) is more likely to be executed than when there is no change. Therefore, for a player who is expecting the performance suggested by the "preview performance" (the performance shown by the preview image) to be executed, it is possible to realize a novel gameplay in which the type of performance suggested by the "preview performance", in other words, the type of performance shown by the "preview image" displayed in the "preview performance", is expected to be changed, thereby making it possible to increase the interest in the game.

[0235] H. Pachinko Machine 1A: Next, a pachinko machine 1A will be described. The pachinko machine 1A has a different configuration from the above-mentioned pachinko machine 1. In the following description of the pachinko machine 1A, the description of the same configuration as the pachinko machine 1 will be omitted as appropriate.

[0236] The pachinko machine 1A can also execute the "SP reach effect" similar to that of the above-mentioned pachinko machine 1. However, as shown in Fig. 24, in the pachinko machine 1A, a "start character effect", a "start video effect", and a "type character effect" may be executed prior to the execution of such an "SP reach effect".

[0237] More details will be given later, but the "start character effect" is an effect that displays "characters suggesting that an "SP reach effect" will begin, without suggesting the type of "SP reach effect". The "start video effect" is an effect that follows the "start character effect" (after the start character effect) and displays (plays) "a video suggesting that an "SP reach effect" will begin, without suggesting the type of "SP reach effect". The "type character effect" is an effect that follows the "start video effect" (after the start video effect) and displays "characters corresponding to a specified type of "SP reach effect" (suggesting a specified type of "SP reach effect").

[0238] As shown in Fig. 24, if the "start character effect", "start video effect", and "type character effect" are performed prior to the execution of the "SP reach effect", they are executed in the order of "start character effect" → "start video effect" → "type character effect" → "SP reach effect", and all of these effects are performed during one variable display of special symbols (variable symbol game). The "start character effect", "start video effect", and "type character effect" are explained below.

[0239] H-1.Starting character production: The "start character effect" is an effect that displays "characters suggesting that the "SP reach effect" will start without suggesting the type of "SP reach effect". For example, as shown in FIG. 25, it is an effect that displays the characters "SP reach effect?" in the center of the display screen of the effect display device 41.

[0240] Such a "start character effect" starts a predetermined time after the start of the variable display of the decorative symbols 41a, 41b, and 41c (variable display of special symbols) (symbol variable game). During the execution of the "start character effect", the decorative symbols 41a, 41b, and 41c may not be displayed as shown in FIG. 25(a), or may be displayed as shown in FIG. 25(b). When the decorative symbols 41a, 41b, and 41c are displayed during the execution of the "start character effect", the decorative symbols 41a, 41b, and 41c are displayed in a reduced size in the display area at the bottom right of the display screen of the effect display device 41 as shown in FIG. 25(b).

[0241] Also, in this case (when the decorative symbols 41a, 41b, and 41c are displayed during the execution of the "start character effect"), if a reach effect is being executed, the reach effect is reduced and displayed in the display area at the bottom right of the display screen of the effect display device 41. That is, as shown in FIG. 25(c), the symbols (also referred to as "reach symbols" in this specification) displayed as the left decorative symbol 41a and the right decorative symbol 41c in a manner that may result in a "double number" are reduced and displayed in the display area at the bottom right of the display screen of the effect display device 41. Note that, when the "reach symbols" are reduced and displayed in the display area at the bottom right of the display screen of the effect display device 41 in this manner, the middle decorative symbol 41b may be displayed variably between the reach symbols, or the middle decorative symbol 41b may not be displayed.

[0242] In addition, in a pattern-changing game in which a "start character effect" is executed, a reach effect may or may not be executed. In addition, when a reach effect is executed in a pattern-changing game in which a "start character effect" is executed, the reach effect is started at various times as described below. In this specification, the display of the decorative patterns 41a, 41b, and 41c that change before the reach effect is executed (a state in which two or all of the decorative patterns 41a, 41b, and 41c are displayed in a changeable manner) is also referred to as "normal change" in order to distinguish it from the reach effect.

[0243] FIG. 26 shows the start timing of the reach effect for the "start character effect". For example, as shown in FIG. 26(a), the reach effect may start (switch from normal variation to reach effect) before the start of the "start character effect". In this case, during the execution of the "start character effect", the "reach symbol" (and the variable display of the central decorative symbol 41b) may not be displayed (see FIG. 25(a)), or the "reach symbol" (and the variable display of the central decorative symbol 41b) may be displayed (see FIG. 25(c)).

[0244] Also, as shown in Fig. 26(b), the reach effect may start (switch from normal variation to reach effect) at the start timing of the "start character effect". In this case, if the "reach symbol" (and the variable displayed center decorative symbol 41b) were not displayed during the execution of the "start character effect", the player would not be able to recognize that the reach effect has started at the start timing of the "start character effect", so the "reach symbol" (and the variable displayed center decorative symbol 41b) is displayed during the execution of the "start character effect" (see Fig. 25(c)).

[0245] Also, as shown in FIG. 26(c), the reach effect may start (switch from normal variation to reach effect) during the execution of the "start character effect". In this case, the "normal variation" (decorative symbols 41a, 41b, 41c) may not be displayed (see FIG. 25(a)) or the "normal variation" (decorative symbols 41a, 41b, 41c) may be displayed (see FIG. 25(b)) during the execution of the "start character effect" and until the reach effect starts. In contrast, if the "reach symbol" (and the variably displayed middle decorative symbol 41b) were not displayed during the execution of the "start character effect" and after the reach effect starts, the player would not be able to recognize that the reach effect has started during the execution of the "start character effect", so the "reach symbol" (and the variably displayed middle decorative symbol 41b) is displayed (see FIG. 25(c)).

[0246] Also, as shown in Fig. 26(d), the reach effect may start (switch from normal variation to reach effect) at the end of the "start character effect". In this case, during the execution of the "start character effect", the "normal variation" (decorative symbols 41a, 41b, 41c) may not be displayed (see Fig. 25(a)), or the "normal variation" (decorative symbols 41a, 41b, 41c) may be displayed (see Fig. 25(b)).

[0247] As described above, the pachinko machine 1A can execute a "start character effect" that displays "characters suggesting that an "SP reach effect" will start without suggesting the type of "SP reach effect". The display manner of the characters displayed in the "start character effect" may be used to suggest the "possibility of executing a start video effect", the "possibility of executing a type character effect", the "possibility of executing an SP reach effect", and the "possibility of a double number being displayed (expected probability of a jackpot)". For example, it is assumed that a "start character effect" that displays blue characters and a "start character effect" that displays red characters can be executed. It may be assumed that the possibility of these is higher when a "start character effect" that displays red characters is executed than when a "start character effect" that displays blue characters is executed.

[0248] In addition, when decorative patterns 41a, 41b, 41c (or reach patterns) are displayed during the execution of a "start character effect," the display manner of decorative patterns 41a, 41b, 41c (or reach patterns) may be used to suggest the "possibility of executing a start video effect," the "possibility of executing a type character effect," the "possibility of executing an SP reach effect," and the "possibility of a double number being displayed (expected probability of a jackpot)."

[0249] Specifically, the decorative symbols 41a, 41b, 41c (or reach symbols) may be displayed (in the center of the display screen of the display device 41) without being reduced during the execution of the "start character performance". Depending on whether the decorative symbols 41a, 41b, 41c (or reach symbols) are reduced during the execution of the "start character performance", the "possibility of execution of the start video performance", the "possibility of execution of the type character performance", the "possibility of execution of the SP reach performance", and the "possibility of the double numbers being stopped and displayed (expected probability of a big win)" may be suggested. For example, it may be possible that the possibility of these is higher when the decorative symbols 41a, 41b, 41c (or reach symbols) are reduced during the execution of the "start character performance" than when the decorative symbols 41a, 41b, 41c (or reach symbols) are not reduced during the execution of the "start character performance".

[0250] Furthermore, during the execution of the "start character effect", the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" may be displayed not only in the lower right position of the display screen of the effect display device 41 (see Figures 25(b)(c)), but also in the upper right position. The display position of the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" during the execution of the "start character effect" may be used to suggest the "possibility of executing a start video effect", "possibility of executing a type character effect", "possibility of executing an SP reach effect", and "possibility of a double number being displayed (expected probability of a jackpot)". For example, it may be determined that the probability of the "reduced decorative pattern 41a, 41b, 41c (or reach pattern)" being displayed in the upper right position (second position) of the display screen of the performance display device 41 during execution of the "start character performance" is higher than the probability of the "reduced decorative pattern 41a, 41b, 41c (or reach pattern)" being displayed in the lower right position (first position) of the display screen of the performance display device 41 during execution of the "start character performance".

[0251] In addition, as described above, in the pachinko machine 1A, there are cases where the decorative symbols 41a, 41b, 41c (or reach symbols) are displayed during the execution of the "start character performance" (see FIG. 25(b)(c)) and cases where the decorative symbols 41a, 41b, 41c (or reach symbols) are not displayed during the execution of the "start character performance" (see FIG. 25(a)). Using the presence or absence of this display, it is possible to suggest the "possibility of execution of the start video performance", the "possibility of execution of the type character performance", the "possibility of execution of the SP reach performance", and the "possibility of the double numbers being stopped and displayed (expected probability of a big win)". For example, it may be possible to make it more likely that the decorative symbols 41a, 41b, 41c (or reach symbols) are not displayed during the execution of the "start character performance" (see FIG. 25(a)) than that the decorative symbols 41a, 41b, 41c (or reach symbols) are displayed during the execution of the "start character performance" (see FIG. 25(b)(c)).

[0252] As described above, in the pachinko machine 1A, the reach effect can be started at various timings (see FIG. 26) in relation to the "start character effect", and this timing may be used to suggest the "possibility of execution of the start video effect", the "possibility of execution of the type character effect", the "possibility of execution of the SP reach effect", and the "possibility of the double numbers being stopped and displayed (expected probability of a big win)". For example, the later the start timing of the reach effect is (when the reach effect is started during or at the end of the start character effect, rather than when the reach effect is started before or at the start timing of the start character effect), the higher the possibility of these.

[0253] H-2. Start video production: Next, we will explain the "start video effect." The "start video effect" is an effect that follows the "start character effect" (after the start character effect), and is an effect that displays (plays) "a video that suggests that the "SP reach effect" will start, without suggesting the type of "SP reach effect." For example, as shown in FIG. 27, it is an effect that displays (plays) a video showing an enemy character running in the center of the display screen of the effect display device 41 (plays in the center).

[0254] Such a "start video effect" may start at the end of the "start text effect", or may start a predetermined time after the "start text effect" ends (e.g., one second later).

[0255] During the execution of the "start video performance", the decorative patterns 41a, 41b, and 41c may not be displayed as shown in Fig. 27(a), or may be displayed as shown in Fig. 27(b). When the decorative patterns 41a, 41b, and 41c are displayed during the execution of the "start video performance", the decorative patterns 41a, 41b, and 41c are displayed in a reduced size in the display area at the bottom right of the display screen of the performance display device 41 as shown in Fig. 27(b).

[0256] Also, in this case (when decorative patterns 41a, 41b, 41c are displayed during the execution of the "start video performance"), if a reach performance is being executed, the reach performance is performed in a reduced size in the display area at the bottom right of the display screen of the performance display device 41. That is, as shown in FIG. 27(c), the "reach pattern" is reduced and displayed in the display area at the bottom right of the display screen of the performance display device 41. Note that, when the "reach pattern" is reduced and displayed in the display area at the bottom right of the display screen of the performance display device 41 in this manner, the middle decorative pattern 41b may be displayed variably between the reach patterns, or the middle decorative pattern 41b may not be displayed.

[0257] In addition, in a symbol-changing game in which the "start video effect" is executed, a reach effect may or may not be executed. And, when a reach effect is executed in a symbol-changing game in which the "start video effect" is executed, the reach effect is started at various times as follows.

[0258] FIG. 28 shows the start timing of the reach effect for the "start video effect". For example, as shown in FIG. 28(a), the reach effect may start (switch from normal variation to reach effect) before the start of the "start video effect". In this case, during the execution of the "start video effect", the "reach symbol" (and the variable display of the central decorative symbol 41b) may not be displayed (see FIG. 27(a)), or the "reach symbol" (and the variable display of the central decorative symbol 41b) may be displayed (see FIG. 27(c)).

[0259] In addition, when a "start character effect" is executed prior to a "start video effect", a reach effect that starts before the start of the "start character effect" (see Figure 26(a)), a reach effect that starts at the start timing of the "start character effect" (see Figure 26(b)), a reach effect that starts during the execution of the "start character effect" (see Figure 26(c)), and a reach effect that starts at the end timing of the "start character effect" (see Figure 26(d)) all fall under the reach effect that starts before the start of the "start video effect" shown in Figure 28(a).

[0260] On the other hand, as shown in Fig. 28(b), the reach effect may start (switch from normal variation to reach effect) at the start timing of the "start video effect". In this case, if the "reach symbol" (and the variable displayed central decorative symbol 41b) are not displayed during the execution of the "start video effect", the player cannot recognize that the reach effect has started at the start timing of the "start video effect", so the "reach symbol" (and the variable displayed central decorative symbol 41b) are displayed during the execution of the "start video effect" (see Fig. 27(c)).

[0261] Also, as shown in FIG. 28(c), the reach effect may start (switch from normal variation to reach effect) during the execution of the "start video effect". In this case, the "normal variation" (decorative symbols 41a, 41b, 41c) may not be displayed (see FIG. 27(a)) or the "normal variation" (decorative symbols 41a, 41b, 41c) may be displayed (see FIG. 27(b)) during the execution of the "start video effect" and until the reach effect starts. In contrast, if the "reach symbol" (and the variably displayed middle decorative symbol 41b) were not displayed during the execution of the "start video effect" and after the reach effect starts, the player would not be able to recognize that the reach effect has started during the execution of the "start video effect", so the "reach symbol" (and the variably displayed middle decorative symbol 41b) is displayed (see FIG. 27(c)).

[0262] Also, as shown in Fig. 28(d), the reach effect may start (switch from normal variation to reach effect) at the end of the "start video effect". In this case, during the execution of the "start video effect", the "normal variation" (decorative symbols 41a, 41b, 41c) may not be displayed (see Fig. 27(a)), or the "normal variation" (decorative symbols 41a, 41b, 41c) may be displayed (see Fig. 27(b)).

[0263] As described above, the pachinko machine 1A can execute a "start video production" that displays (plays) a video that suggests that an "SP reach production" will start without suggesting the type of "SP reach production". The contents of the video displayed (played) in the "start video production" may be used to suggest the "possibility of execution of a type character production", the "possibility of execution of an SP reach production", and the "possibility of a double number being displayed (expected probability of a big win)". For example, it is assumed that a "start video production" that displays (plays) a video showing an enemy character X running, and a "start video production" that displays (plays) a video showing an enemy character Y running can be executed. It may be assumed that the possibility of these is higher when a "start video production" that displays (plays) a video showing an enemy character Y running is executed than when a "start video production" that displays (plays) a video showing an enemy character X running is executed.

[0264] In addition, when decorative patterns 41a, 41b, 41c (or reach patterns) are displayed during the execution of the "start animation performance", the display manner of decorative patterns 41a, 41b, 41c (or reach patterns) may be used to suggest the "possibility of executing a type character performance", the "possibility of executing an SP reach performance", and the "possibility of a double number being displayed (expected probability of a jackpot)".

[0265] Specifically, the decorative symbols 41a, 41b, 41c (or reach symbols) may be displayed (in the center of the display screen of the display device 41) without being reduced during the execution of the "start video performance". Depending on whether the decorative symbols 41a, 41b, 41c (or reach symbols) are reduced during the execution of the "start video performance", the "possibility of execution of a type character performance", the "possibility of execution of an SP reach performance", and the "possibility of a double number being stopped and displayed (expected jackpot)" may be suggested. For example, it may be possible that the possibility of these is higher when the decorative symbols 41a, 41b, 41c (or reach symbols) are reduced during the execution of the "start video performance" than when the decorative symbols 41a, 41b, 41c (or reach symbols) are not reduced during the execution of the "start video performance".

[0266] Also, during the execution of the "start video performance", the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" may be displayed not only in the lower right position (see Figs. 27(b)(c)) of the display screen of the performance display device 41, but also in the upper right position. The display position of the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" during the execution of the "start video performance" may be used to suggest the "possibility of executing a type character performance", the "possibility of executing a SP reach performance", and the "possibility of a double number being displayed (expected probability of a jackpot)".

[0267] For example, it may be determined that the possibility of the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" being displayed in the upper right position (second position) of the display screen of the performance display device 41 during execution of the "start video performance" is higher than the possibility of the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" being displayed in the lower right position (first position) of the display screen of the performance display device 41 during execution of the "start video performance."

[0268] Alternatively, it may be determined that the likelihood (or likelihood) of these occurring is greater if, during execution of the "start video performance", the "reduced decorative pattern 41a, 41b, 41c (or reach pattern)" is displayed in a position different from that during execution of the "start character performance", than if, during execution of the "start video performance", the "reduced decorative pattern 41a, 41b, 41c (or reach pattern)" is displayed in the same position as during execution of the "start character performance".

[0269] As described above, in the pachinko machine 1A, there are cases where the decorative patterns 41a, 41b, 41c (or reach patterns) are displayed during the execution of the "start animation performance" (see Figures 27(b) and (c)), and cases where the decorative patterns 41a, 41b, 41c (or reach patterns) are not displayed during the execution of the "start animation performance" (see Figure 27(a)). The presence or absence of this display can be used to suggest the "possibility of executing a type character performance," the "possibility of executing a SP reach performance," and the "possibility of a double number being displayed (expected probability of a jackpot)."

[0270] For example, it may be determined that the possibility of these occurring is higher when decorative patterns 41a, 41b, 41c (or reach patterns) are not displayed during execution of the "start video performance" (see Figure 27(a)) than when decorative patterns 41a, 41b, 41c (or reach patterns) are displayed during execution of the "start video performance" (see Figures 27(b) and (c)).

[0271] Alternatively, if decorative pattern 41a, 41b, 41c (or reach pattern) is not displayed during execution of the "start character performance", it is more (or less) likely that decorative pattern 41a, 41b, 41c (or reach pattern) will be displayed in the subsequent "start video performance", and if decorative pattern 41a, 41b, 41c (or reach pattern) is displayed during execution of the "start character performance", it is more (or less) likely that decorative pattern 41a, 41b, 41c (or reach pattern) will not be displayed in the subsequent "start video performance".

[0272] As described above, in the pachinko machine 1A, the reach effect can be started at various timings (see FIG. 28) in relation to the "start video effect", and this timing may be used to suggest the "possibility of executing a type character effect", the "possibility of executing an SP reach effect", and the "possibility of a double number being stopped and displayed (expected probability of a big win)". For example, the later the start timing of the reach effect is (when the reach effect is started during or at the end of the start video effect, rather than when the reach effect is started before or at the start of the start video effect), the higher the possibility of these.

[0273] In addition, the "start video effect" may not start if the "start character effect" is not performed, and may always start if the "start character effect" is performed. Not limited to this, the "start video effect" may start with a predetermined probability only if the "start character effect" is performed. Also, while the "start video effect" may start even if the "start character effect" is not performed, it may be possible to have a higher probability of starting when the "start character effect" is performed than when the "start character effect" is not performed.

[0274] H-3. Type character production: Next, the "type character effect" will be described. The "type character effect" is an effect that follows the "start video effect" (after the start video effect), and is an effect that displays "characters corresponding to a predetermined type of "SP reach effect" (suggesting a predetermined type of "SP reach effect"). For example, as shown in FIG. 29, it is an effect that displays the characters "Character A" (characters indicating the type of ally character displayed in a predetermined type of SP reach effect) in the center of the display screen of the effect display device 41 (played in the center).

[0275] Such a "type character effect" may start at the end of the "start video effect", or may start a predetermined time after the "start video effect" ends (e.g., one second later).

[0276] During the "type character performance", the decorative patterns 41a, 41b, and 41c may not be displayed as shown in Fig. 29(a), or may be displayed as shown in Fig. 29(b). When the decorative patterns 41a, 41b, and 41c are displayed during the "type character performance", the decorative patterns 41a, 41b, and 41c are displayed in a reduced size in the display area at the bottom right of the display screen of the performance display device 41 as shown in Fig. 29(b).

[0277] Also, in this case (when decorative patterns 41a, 41b, 41c are displayed during execution of the "type character effect"), if a reach effect is being executed, the reach effect is performed in a reduced size in the display area at the bottom right of the display screen of the effect display device 41. That is, as shown in FIG. 29(c), the "reach pattern" is reduced and displayed in the display area at the bottom right of the display screen of the effect display device 41. Note that, when the "reach pattern" is reduced and displayed in the display area at the bottom right of the display screen of the effect display device 41 in this manner, the middle decorative pattern 41b may be displayed variably between the reach patterns, or the middle decorative pattern 41b may not be displayed.

[0278] In addition, in a symbol-changing game in which the "type character effect" is executed, the reach effect may or may not be executed. And, when the reach effect is executed in a symbol-changing game in which the "type character effect" is executed, the reach effect is started at various times as follows.

[0279] Figure 30 shows the start timing of the reach effect for the "type character effect". For example, as shown in Figure 30(a), the reach effect may start (switch from normal variation to reach effect) before the start of the "type character effect". In this case, during the execution of the "type character effect", the "reach symbol" (and the variable displayed middle decorative symbol 41b) may not be displayed (see Figure 29(a)), or the "reach symbol" (and the variable displayed middle decorative symbol 41b) may be displayed (see Figure 29(c)).

[0280] In addition, when a "start character effect" is executed prior to a "type character effect", a reach effect that starts before the start of the "start character effect" (see Figure 26(a)), a reach effect that starts at the start timing of the "start character effect" (see Figure 26(b)), a reach effect that starts during the execution of the "start character effect" (see Figure 26(c)), and a reach effect that starts at the end timing of the "start character effect" (see Figure 26(d)) all fall under the category of reach effects that start before the start of the "type character effect" shown in Figure 30(a).

[0281] In addition to these, when a "start video performance" is executed prior to a "type character performance", a reach performance started at the start timing of the "start video performance" (see Figure 28(b)), a reach performance started during the execution of the "start video performance" (see Figure 28(c)), and a reach performance started at the end timing of the "start video performance" (see Figure 28(d)) all fall under the category of reach performances started before the start of the "type character performance" shown in Figure 30(a).

[0282] On the other hand, as shown in Fig. 30(b), the reach effect may start (switch from normal variation to reach effect) at the start timing of the "type character effect". In this case, if the "reach symbol" (and the variably displayed central decorative symbol 41b) are not displayed during the execution of the "type character effect", the player cannot recognize that the reach effect has started at the start timing of the "type character effect", so the "reach symbol" (and the variably displayed central decorative symbol 41b) are displayed during the execution of the "type character effect" (see Fig. 29(c)).

[0283] Also, as shown in FIG. 30(c), the reach effect may start (switch from normal variation to reach effect) during the execution of the "type character effect". In this case, the "normal variation" (decorative symbols 41a, 41b, 41c) may not be displayed (see FIG. 29(a)) or the "normal variation" (decorative symbols 41a, 41b, 41c) may be displayed (see FIG. 29(b)) during the execution of the "type character effect" and until the reach effect starts. In contrast, if the "reach symbol" (and the variably displayed middle decorative symbol 41b) were not displayed during the execution of the "type character effect" and after the reach effect starts, the player would not be able to recognize that the reach effect has started during the execution of the "type character effect", so the "reach symbol" (and the variably displayed middle decorative symbol 41b) is displayed (see FIG. 29(c)).

[0284] Also, as shown in Fig. 30(d), the reach effect may start (switch from normal variation to reach effect) at the end of the "type character effect". In this case, during the execution of the "type character effect", the "normal variation" (decorative symbols 41a, 41b, 41c) may not be displayed (see Fig. 29(a)), or the "normal variation" (decorative symbols 41a, 41b, 41c) may be displayed (see Fig. 29(b)).

[0285] As described above, the pachinko machine 1A can execute a "type character effect" that displays "characters corresponding to a predetermined type of "SP reach effect" (suggesting a predetermined type of "SP reach effect")", and the display mode of the characters displayed in the "type character effect" may be used to suggest the "possibility of executing an SP reach effect" and the "possibility of a double number being displayed (expected probability of a jackpot)". For example, it is assumed that a "type character effect" that displays blue characters and a "type character effect" that displays red characters can be executed. It may be assumed that the possibility of these is higher when a "type character effect" that displays red characters is executed than when a "type character effect" that displays blue characters is executed.

[0286] In addition, when decorative patterns 41a, 41b, 41c (or reach patterns) are displayed during the execution of the "type character effect," the display manner of decorative patterns 41a, 41b, 41c (or reach patterns) may be used to suggest the "possibility of executing an SP reach effect" and the "possibility of a double number being displayed (expected probability of a jackpot)."

[0287] In detail, the decorative symbols 41a, 41b, 41c (or reach symbols) may be displayed (in the center of the display screen of the display device 41) without being reduced during the execution of the "type character performance". Depending on whether the decorative symbols 41a, 41b, 41c (or reach symbols) are reduced during the execution of the "type character performance", the "possibility of execution of the SP reach performance" and the "possibility of the double numbers being stopped and displayed (expected jackpot)" may be suggested. For example, it may be possible that the possibility of these is higher when the decorative symbols 41a, 41b, 41c (or reach symbols) are reduced during the execution of the "type character performance" than when the decorative symbols 41a, 41b, 41c (or reach symbols) are not reduced during the execution of the "type character performance".

[0288] Also, during the execution of the "type character effect", the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" may be displayed not only in the lower right position (see Fig. 29(b)(c)) of the display screen of the effect display device 41, but also in the upper right position. The display position of the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" during the execution of the "type character effect" may be used to suggest the "possibility of executing an SP reach effect" and the "possibility of a double number being displayed (expected probability of a jackpot)".

[0289] For example, it may be determined that the probability of the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" being displayed in the upper right position (second position) of the display screen of the performance display device 41 during execution of the "type letter performance" is higher than the probability of the "reduced decorative patterns 41a, 41b, 41c (or reach patterns)" being displayed in the lower right position (first position) of the display screen of the performance display device 41 during execution of the "type letter performance".

[0290] Alternatively, it may be determined that the possibility of these occurring is greater (or less) when, during the execution of a "type character performance", a "reduced decorative pattern 41a, 41b, 41c (or a reach pattern)" is displayed in a position different from that during the execution of the "start character performance" or the "start video performance", than when, during the execution of a "type character performance", a "reduced decorative pattern 41a, 41b, 41c (or a reach pattern)" is displayed in the same position as during the execution of the "start character performance" or the "start video performance".

[0291] As described above, in the pachinko machine 1A, there are cases where the decorative patterns 41a, 41b, 41c (or reach patterns) are displayed while the "type character performance" is being executed (see Figures 29(b) and (c)), and cases where the decorative patterns 41a, 41b, 41c (or reach patterns) are not displayed while the "type character performance" is being executed (see Figure 29(a)). The presence or absence of this display can be used to indicate the "possibility of executing an SP reach performance" and the "possibility of a double number being displayed (expected probability of a jackpot)."

[0292] For example, it may be determined that the possibility of these occurring is higher when decorative patterns 41a, 41b, 41c (or reach patterns) are not displayed during execution of the "type character performance" (see Figure 29(a)) than when decorative patterns 41a, 41b, 41c (or reach patterns) are displayed during execution of the "type character performance" (see Figures 29(b) and (c)).

[0293] Alternatively, if decorative pattern 41a, 41b, 41c (or reach pattern) is not displayed during execution of the "start character performance" or "start video performance", it is more (or less) likely that decorative pattern 41a, 41b, 41c (or reach pattern) will be displayed in the subsequent "type character performance", and if decorative pattern 41a, 41b, 41c (or reach pattern) is displayed during execution of the "start character performance" or "start video performance", it is more (or less) likely that decorative pattern 41a, 41b, 41c (or reach pattern) will not be displayed in the subsequent "type character performance".

[0294] As described above, in the pachinko machine 1A, the reach effect can be started at various timings (see FIG. 30) in relation to the "type character effect", and this timing may be used to suggest the "possibility of executing the SP reach effect" and the "possibility of the double numbers being stopped and displayed (expected probability of a big win)". For example, the later the start timing of the reach effect is (when the reach effect is started during or at the end of the type character effect, rather than when the reach effect is started before or at the start of the type character effect), the higher the possibility of these.

[0295] In addition, the "type character performance" may not start if the "start video performance" is not performed, and may always start if the "start video performance" is performed. Not limited to this, the "type character performance" may start with a predetermined probability only if the "start video performance" is performed. Also, while the "type character performance" may start even if the "start video performance" is not performed, it may be possible to have a higher probability of starting when the "start video performance" is performed than when the "start video performance" is not performed.

[0296] In addition, when a "type character effect" is performed, the "SP reach effect" suggested by the "type character effect" may be started without fail, or may be started with a predetermined probability. In addition, the "SP reach effect" may be started with a higher probability (or a lower probability) if more of the "start character effect", "start video effect", and "type character effect" have been performed. In addition, when a "type character effect" is performed, the "SP reach effect" suggested by the "type character effect" may be started with a higher probability (or a lower probability) if more of the "start character effect" and "start video effect" have been performed.

[0297] H-4. Main effects of Pachinko machine 1A: As described above, in the pachinko machine 1A, a "start character effect" and a "type character effect" may be performed prior to the execution of an "SP reach effect." In this case, first, in the "start character effect," "characters suggesting that an SP reach effect will start" are displayed without indicating the type of "SP reach effect." Next, in the "type character effect," "characters corresponding to the type of SP reach effect" are displayed.

[0298] That is, the effect of displaying characters, which is already easy for players to understand, is further divided into two parts. In the first effect (start character effect), "characters suggesting that the SP reach effect will start" are displayed without indicating the type of "SP reach effect", thereby notifying the player of general information about the "SP reach effect" (that the SP reach effect will start), and in the second effect (type character effect), "characters corresponding to the type of SP reach effect" are displayed, thereby notifying the player of more detailed information about the "SP reach effect" (type of SP reach effect). In this way, by performing the "start character effect" (first effect), the player becomes accustomed to the effect of displaying characters and has the player grasp the general information, and then by performing the effect that the player is already accustomed to (the effect of displaying similar characters, type character effect (second effect)), more detailed information is notified to the player, so that it is possible to perform an effect that is easier for the player to understand.

[0299] In addition, the pachinko machine 1A can execute a "start video effect" between the "start character effect" and the "type character effect", which plays a "video suggesting that the SP reach effect will start". That is, between the effects of displaying characters, which are performed in two parts, a "video suggesting that the SP reach effect will start" is played. In this way, both the "start character effect" and the following "start video effect" suggest the same general information (that the SP reach effect will start) while making the suggestion manner different. Therefore, the general information (that the SP reach effect will start) can be more strongly impressed on the player. In addition, since a "video suggesting that the SP reach effect will start" is played between two similar effects (start character effect and type character effect) of displaying characters, it becomes easier for the player to recognize that these two effects (start character effect and type character effect) are effects suggesting different information.

[0300] In addition, in the pachinko machine 1A, the reach effect may start when the "start character effect" ends. This allows the player to pay attention to whether the reach effect will start or not at the timing when the player recognizes that the "SP reach effect" will start, which realizes a novel gameplay and increases the interest in the game.

[0301] In addition, in the pachinko machine 1A, the reach effect may start when the "start animation effect" ends. This allows the player to pay attention to whether the reach effect will start or not at the timing when the player recognizes that the "SP reach effect" will start, which realizes a novel gameplay and increases the interest in the game.

[0302] In addition, in the pachinko machine 1A, the reach effect may start when the "type character effect" ends. This allows the player to pay attention to whether the reach effect will start or not at the timing when the player recognizes the type of the "SP reach effect", which realizes a novel gameplay and increases the interest in the game.

[0303] In addition, in the pachinko machine 1A, the "start character performance" is performed from the start to the end of the variable display of the decorative symbols 41a, 41b, 41c (special symbols), and during the execution of the "start character performance", the decorative symbols 41a, 41b, 41c (or reach symbols) may or may not be displayed on the display screen of the performance display device 41. In this regard, during the execution of the "start character performance", the decorative symbols 41a, 41b, 41c (or reach symbols) are less of an obstacle when they are not displayed on the display screen of the performance display device 41 than when they are displayed, making it easier for the player to recognize the "start character performance". In other words, the degree to which the "start character performance" is easier for the player to recognize can be adjusted by whether or not the decorative symbols 41a, 41b, 41c (or reach symbols) are displayed.

[0304] In addition, in the pachinko machine 1A, the "start video production" is performed from the start to the end of the variable display of the decorative symbols 41a, 41b, 41c (special symbols), and during the execution of the "start video production", the decorative symbols 41a, 41b, 41c (or reach symbols) may or may not be displayed on the display screen of the performance display device 41. In this regard, during the execution of the "start video production", the decorative symbols 41a, 41b, 41c (or reach symbols) are less of an obstacle when they are not displayed on the display screen of the performance display device 41 than when they are displayed, making it easier for the player to recognize the "start video production". In other words, the degree to which the "start video production" is easier for the player to recognize can be adjusted by whether or not the decorative symbols 41a, 41b, 41c (or reach symbols) are displayed.

[0305] In addition, in the pachinko machine 1A, the "type character performance" is performed from the start to the end of the variable display of the decorative symbols 41a, 41b, 41c (special symbols), and during the execution of the "type character performance", the decorative symbols 41a, 41b, 41c (or reach symbols) may or may not be displayed on the display screen of the performance display device 41. In this regard, during the execution of the "type character performance", the decorative symbols 41a, 41b, 41c (or reach symbols) are less of an obstacle when they are not displayed on the display screen of the performance display device 41 than when they are displayed, making it easier for the player to recognize the "type character performance". In other words, the degree to which the "type character performance" is easier for the player to recognize can be adjusted by whether or not the decorative symbols 41a, 41b, 41c (or reach symbols) are displayed.

[0306] Furthermore, the changing display of decorative patterns 41a, 41b, 41c can be regarded as a "decorative pattern change," the "double numbers" can be regarded as a "specific combination," a jackpot game can be regarded as a "bonus," and the "specific performance" can be regarded as a "SP reach performance."

[0307] H-5. Variation 1 of Pachinko Machine 1A: Next, a first modified example of the pachinko machine 1A will be described. In the first modified example of the pachinko machine 1A, a "type video effect" may be executable instead of the "start video effect."

[0308] A "type video effect" is an effect that follows (after) a "start character effect" and displays (plays) a "video that corresponds to (suggests) a specific type of "SP reach effect." For example, it is an effect that displays (plays) a video showing an ally character (e.g., character A) running, which is displayed in a specific type of "SP reach effect," in the center of the display screen of effect display device 41 (plays in the center).

[0309] Furthermore, even when a "type video performance" is being performed, a reach performance can be started at the same timing as when a "start video performance" is being performed (before the type video performance starts, at the start timing of the type video performance, during the execution of the type video performance, or at the end timing of the type video performance), and, just as when a "start video performance" is being performed, decorative patterns 41a, 41b, 41c (or reach patterns) may or may not be displayed during the execution of the "type video performance".

[0310] If the configuration is such that such a "type video effect" can be executed, it may be possible to make it so that the probability of a "type text effect" or "SP reach effect" being performed is higher when a "type video effect" is performed than when a "start video effect" is performed.

[0311] In addition, when a "start video performance" is performed, unless a "type character performance" is performed, an "SP reach performance" will not be performed (cannot be executed), and when a "type video performance" is performed, an "SP reach performance" may be performed (can be executed) even if a "type character performance" is not performed (following the type video performance).

[0312] As described above, in the first modified example of the pachinko machine 1A, between the "start character effect" and the "type character effect", it is possible to execute a "type video effect" that plays a "video corresponding to the type of SP reach effect". That is, between the effects that display characters that are performed in two separate times, a "video corresponding to the type of SP reach effect" is played. In this way, both the "type video effect" and the following "type character effect" suggest the same more detailed information (type of SP reach effect) while making the suggestion manner different. Therefore, it is possible to leave a stronger impression on the player about the more detailed information (type of SP reach effect). In addition, since a "video corresponding to the type of SP reach effect" is played between two similar effects (start character effect and type character effect) that display characters, it becomes easier for the player to recognize that these two effects (start character effect and type character effect) are effects that suggest different information.

[0313] In addition, in the first modified example of the pachinko machine 1A, the reach effect may start when the "type video effect" ends. This allows the player to pay attention to whether the reach effect will start or not at the timing when the player recognizes the type of the "SP reach effect", which realizes a novel gameplay and increases the interest in the game.

[0314] In addition, in the first modified example of the pachinko machine 1A, the "type video production" is performed from the start to the end of the variable display of the decorative symbols 41a, 41b, 41c (special symbols), and during the execution of the "type video production", the decorative symbols 41a, 41b, 41c (or reach symbols) may or may not be displayed on the display screen of the performance display device 41. In this regard, during the execution of the "type video production", the decorative symbols 41a, 41b, 41c (or reach symbols) are less of an obstacle when they are not displayed on the display screen of the performance display device 41 than when they are displayed, making it easier for the player to recognize the "type video production". In other words, the degree to which the "type video production" is easier for the player to recognize can be adjusted by whether or not the decorative symbols 41a, 41b, 41c (or reach symbols) are displayed.

[0315] H-6. Variation 2 of Pachinko Machine 1A: Next, a second modified example of the pachinko machine 1A will be described. In the second modified example of the pachinko machine 1A, it is assumed that a "multiple-line reach effect" can be executed. That is, in the reach effect, when a "double number" is stopped and displayed on a predetermined line set on the display screen of the effect display device 41, a small win game or a big win game is started. In other words, when a special symbol is stopped and displayed as a big win symbol or a small win symbol, a "double number" is stopped and displayed on a predetermined line set on the display screen of the effect display device 41.

[0316] A "multiple line reach effect" refers to a reach effect in which there are multiple specified lines (also referred to as "effective lines" in this specification) set on the display screen of the effect display device 41, and when a "double number" is displayed stopped, a small win game or a big win game will begin.

[0317] FIG. 31 shows how reach effects are being performed during the execution of a "start character effect." In particular, FIG. 31(a) shows a reach effect with one "effective line" (one combination of reach symbols). This reach effect is similar to the reach effect of the pachinko machine 1A described above. In contrast, FIG. 31(b) and (c) show reach effects with multiple "effective lines" (multiple-line reach effects).

[0318] In detail, Fig. 31(b) shows a reach effect with two "effective lines" (two reach pattern combinations). In the example shown in Fig. 31(b), when a pattern showing "3" or "4" is stopped and displayed as the middle decorative pattern 41b, a "double number" is stopped and displayed.

[0319] In contrast, Fig. 31(c) shows a reach effect with three "effective lines" (three reach pattern combinations). In the example shown in Fig. 31(c), when a pattern showing "2", "3", or "4" is stopped and displayed as the middle decorative pattern 41b, a "double number" is stopped and displayed.

[0320] In this specification, a reach effect with one "effective line" as shown in Figure 31(a) is also referred to as a "1-line reach effect," a reach effect with two "effective lines" as shown in Figure 31(b) is also referred to as a "2-line reach effect," and a reach effect with three "effective lines" as shown in Figure 31(c) is also referred to as a "3-line reach effect."

[0321] In the second modified example of the pachinko machine 1A, at various start timings of the reach effects described above with reference to Figs. 26, 28, and 30, any one of "1-line reach effect", "2-line reach effect", and "3-line reach effect" is started. For example, the "2-line reach effect" is started at the end timing (or start timing) of the "start character effect", the "2-line reach effect" is started at the end timing (or start timing) of the "start video effect" (or type video effect), and the "3-line reach effect" is started at the end timing (or start timing) of the "type character effect". Also, the "1-line reach effect" is started at the end timing (or start timing) of the "type character effect", and the "3-line reach effect" is started at the end timing (or start timing) of the "type character effect".

[0322] The "two-line reach performance" and "three-line reach performance" may start following the "normal fluctuation" (starting without the "one-line reach performance"), or the number of effective lines may increase (in stages) after the reach performance starts. In this case, among the various start timings of the reach performance described above using Figures 26, 28, and 30, the "one-line reach performance" may start at an earlier timing, and the "two-line reach performance" and "three-line reach performance" may start at a later timing.

[0323] In variant example 2 of this type of pachinko machine 1A, when a reach effect is performed during the execution of a "start character effect" (in parallel with the start character effect), the number of "valid lines" set in the reach effect may be used to suggest the "possibility of executing a start video effect," the "possibility of executing a type video effect," the "possibility of executing a type character effect," the "possibility of executing an SP reach effect," and the "possibility of a double number being displayed (expected probability of a jackpot)."

[0324] For example, it may be determined that the likelihood of these occurring is greater (or less) when a "three-line reach effect" is occurring during the execution of a "start character effect" than when a "one-line reach effect" is occurring during the execution of a "start character effect."

[0325] In addition, when a reach effect is performed during the execution of a "start video effect" (or a type video effect) (in parallel with the start video effect (or type video effect)), the number of "valid lines" set in the reach effect may be used to suggest the "possibility of executing a type character effect," the "possibility of executing an SP reach effect," and the "possibility of a double number being displayed (expected probability of a jackpot)."

[0326] For example, it may be determined that the likelihood of these occurring is greater (or less) when a "three-line reach performance" is being performed during the execution of a "start video performance" than when a "one-line reach performance" is being performed during the execution of a "start video performance."

[0327] In addition, when a reach effect is performed during the execution of a "type character effect" (in parallel with the type character effect), the number of "effective lines" set in the reach effect may be used to indicate the "possibility of executing an SP reach effect" and the "possibility of a double number being displayed (expected probability of a jackpot)."

[0328] For example, it may be determined that the possibility of these occurring is higher (or lower) when a "three-line reach effect" is occurring during the execution of a "type character effect" than when a "one-line reach effect" is occurring during the execution of a "type character effect."

[0329] As described above, in the modified example 2 of the pachinko machine 1A, when the "start character effect" ends, there are cases where a "1-line reach effect", a "2-line reach effect", and a "3-line reach effect" are performed. In this way, it is possible to realize a novel gameplay that draws the player's attention to which reach effect will start among the "1-line reach effect", "2-line reach effect", and "3-line reach effect" at the timing when the player recognizes that the "SP reach effect" will start, and it is possible to increase the interest in the game.

[0330] In addition, in the modified example 2 of the pachinko machine 1A, when the "start animation production" ends, there are cases where a "1-line reach production", a "2-line reach production", and a "3-line reach production". In this way, at the timing when the player recognizes that the "SP reach production" is about to start, it is possible to realize a novel gameplay that draws the player's attention to which reach production among the "1-line reach production", "2-line reach production", and "3-line reach production" will start, thereby making it possible to increase the interest in the game.

[0331] In addition, in the modified example 2 of the pachinko machine 1A, when the "type video effect" ends, there are cases where a "1-line reach effect", a "2-line reach effect", and a "3-line reach effect" are performed. In this way, it is possible to realize a novel gameplay that draws the player's attention to which reach effect will start among the "1-line reach effect", "2-line reach effect", and "3-line reach effect" at the timing when the player recognizes the type of the "SP reach effect", and it is possible to increase the interest in the game.

[0332] In addition, in the modified example 2 of the pachinko machine 1A, when the "type character effect" ends, there are cases where a "1-line reach effect", a "2-line reach effect", and a "3-line reach effect" are performed. In this way, it is possible to realize a novel gameplay that draws the player's attention to which reach effect will start among the "1-line reach effect", "2-line reach effect", and "3-line reach effect" at the timing when the player recognizes the type of the "SP reach effect", and it is possible to increase the interest in the game.

[0333] H-7. Variation 3 of Pachinko Machine 1A: Next, a third modified example of the pachinko machine 1A will be described. In the third modified example of the pachinko machine 1A, there are cases where the decorative symbols 41a, 41b, and 41c are displayed during the execution of the "start character performance" (see Fig. 25(b)(c)) and cases where the decorative symbols 41a, 41b, and 41c are not displayed during the execution of the "start character performance" (see Fig. 25(a)). Using the presence or absence of this display, it is possible to suggest the possibility that a reach performance will start at the end timing of the "start character performance" or the number of "effective lines" set in the reach performance.

[0334] For example, it may be possible that the reach effect is more likely to start at the end of the "start character effect" when decorative patterns 41a, 41b, 41c are not displayed during execution of the "start character effect" (see Figure 25(a)) than when decorative patterns 41a, 41b, 41c are displayed during execution of the "start character effect" (see Figures 25(b) and (c)), and that the number of "effective lines" set in the reach effect is more likely to be increased (for example, a "three-line reach effect" is more likely to be executed).

[0335] Also, in variant example 3 of pachinko machine 1A, there are cases where decorative patterns 41a, 41b, 41c are displayed during the execution of the "start video performance" (or type video performance) (see Figures 27(b)(c)), and cases where decorative patterns 41a, 41b, 41c are not displayed during the execution of the "start video performance" (or type video performance) (see Figure 27(a)). The presence or absence of this display may be used to suggest the possibility that a reach performance will start at the end of the "start video performance" (or type video performance) or the number of "effective lines" to be set in the reach performance.

[0336] For example, it may be possible that the reach performance is more likely to start at the end of the "start video performance" when decorative patterns 41a, 41b, 41c are not displayed during execution of the "start video performance" (see Figure 27(a)) than when decorative patterns 41a, 41b, 41c are displayed during execution of the "start video performance" (see Figures 27(b) and (c)), and that the number of "effective lines" set in the reach performance is more likely to be increased (for example, a "three-line reach performance" is more likely to be executed).

[0337] Also, in variant example 3 of pachinko machine 1A, there are cases where decorative patterns 41a, 41b, 41c are displayed during execution of the "type character performance" (see Figures 29(b)(c)), and cases where decorative patterns 41a, 41b, 41c are not displayed during execution of the "type character performance" (see Figure 29(a)). Using the presence or absence of this display, it is possible to suggest the possibility that a reach performance will start at the end of the "type character performance" or the number of "effective lines" that will be set in the reach performance.

[0338] For example, it may be possible that the reach effect is more likely to start at the end of the "type letter effect" when decorative patterns 41a, 41b, 41c are not displayed during execution of the "type letter effect" (see Figure 29(a)) than when decorative patterns 41a, 41b, 41c are displayed during execution of the "type letter effect" (see Figures 29(b) and (c)), and that the number of "effective lines" set in the reach effect is more likely to be increased (for example, a "three-line reach effect" is more likely to be executed).

[0339] As described above, in the modified example 3 of the pachinko machine 1A, the "start character performance" is performed from the start to the end of the variable display of the decorative symbols 41a, 41b, 41c (special symbols), and during the execution of the "start character performance", the decorative symbols 41a, 41b, 41c may or may not be displayed on the display screen of the performance display device 41. The possibility (probability) that the reach performance will start when the "start character performance" ends and the possibility (probability) that the number of "effective lines" set in the reach performance will be a specific number (for example, 3) are different depending on whether the decorative symbols 41a, 41b, 41c are displayed on the display screen of the performance display device 41 during the execution of the "start character performance". As a result, for players who are expecting a reach effect to begin when the "start letter effect" ends, or who are expecting a specific number of "effective lines" (for example, three) to be set in the reach effect, it is possible to realize a novel gameplay feature that makes players pay attention to whether or not decorative patterns 41a, 41b, 41c are displayed on the display screen of effect display device 41 while the "start letter effect" is being executed, thereby making it possible to increase interest in the game.

[0340] In addition, in the third modified example of the pachinko machine 1A, the "start animation production" is performed from the start to the end of the variable display of the decorative symbols 41a, 41b, 41c (special symbols), and during the execution of the "start animation production", the decorative symbols 41a, 41b, 41c may or may not be displayed on the display screen of the production display device 41. The possibility (probability) that a reach production will start when the "start animation production" ends and the possibility (probability) that the number of "effective lines" set in the reach production will be a specific number (for example, 3) are different depending on whether the decorative symbols 41a, 41b, 41c are displayed on the display screen of the production display device 41 during the execution of the "start animation production". As a result, for players who are expecting a reach effect to begin when the "start video effect" ends, or who are expecting a specific number of "effective lines" (for example, three) to be set in the reach effect, it is possible to realize a novel gameplay feature that makes players pay attention to whether or not decorative patterns 41a, 41b, 41c are displayed on the display screen of the effect display device 41 while the "start video effect" is being executed, thereby making it possible to increase interest in the game.

[0341] In addition, in the modified example 3 of the pachinko machine 1A, the "type video performance" is performed from the start to the end of the variable display of the decorative symbols 41a, 41b, 41c (special symbols), and during the execution of the "type video performance", the decorative symbols 41a, 41b, 41c may or may not be displayed on the display screen of the performance display device 41. The possibility (probability) that the reach performance will start when the "type video performance" ends and the possibility (probability) that the number of "effective lines" set in the reach performance will be a specific number (for example, 3) are different depending on whether the decorative symbols 41a, 41b, 41c are displayed on the display screen of the performance display device 41 during the execution of the "type video performance". As a result, for players who are expecting a reach effect to begin when the "type video effect" ends, or who are expecting a specific number of "effective lines" (for example, three) to be set in the reach effect, it is possible to realize a novel gameplay feature in which the attention of the players is directed to whether or not decorative patterns 41a, 41b, 41c are displayed on the display screen of the effect display device 41 during the execution of the "type video effect", thereby making it possible to increase interest in the game.

[0342] In addition, in the modified example 3 of the pachinko machine 1A, the "type character performance" is performed from the start to the end of the variable display of the decorative symbols 41a, 41b, 41c (special symbols), and during the execution of the "type character performance", the decorative symbols 41a, 41b, 41c may or may not be displayed on the display screen of the performance display device 41. The possibility (probability) that the reach performance will start when the "type character performance" ends and the possibility (probability) that the number of "effective lines" set in the reach performance will be a specific number (for example, 3) are different depending on whether the decorative symbols 41a, 41b, 41c are displayed on the display screen of the performance display device 41 during the execution of the "type character performance". As a result, for players who are expecting a reach effect to begin when the "type letter effect" ends, or who are expecting a specific number of "effective lines" (for example, three) to be set in the reach effect, it is possible to realize a novel gameplay feature that draws attention to whether or not decorative patterns 41a, 41b, 41c are displayed on the display screen of the effect display device 41 during the execution of the "type letter effect", thereby making it possible to increase interest in the game.

[0343] H-8. Variation 4 of Pachinko Machine 1A: Next, a fourth modified example of the pachinko machine 1A will be described. In the fourth modified example of the pachinko machine 1A, the execution mode of the "start character effect" may be used to suggest the possibility that a reach effect will start at the end timing of the "start character effect" or the number of "effective lines" set in the reach effect.

[0344] For example, when red letters are displayed in the "start letter effect", it is more likely that a reach effect will begin at the end of the "start letter effect", and the number of "effective lines" set in the reach effect is more likely to be greater (for example, a "three-line reach effect" is more likely to be executed) than when blue letters are displayed in the "start letter effect".

[0345] In this way, it is possible to realize a novel gameplay feature that draws the attention of players who are expecting a reach effect to begin when the "start letter effect" ends, or who are expecting a specific number of "effective lines" (for example, three) to be set in the reach effect, to the manner in which the "start letter effect" is executed, thereby making it possible to increase interest in the game.

[0346] In addition, the execution mode of the "start video performance" may be used to suggest the possibility that a reach performance will start at the end timing of the "start video performance" or the number of "effective lines" that will be set in the reach performance.

[0347] For example, when enemy character Y is displayed in the "start animation performance", it is more likely that a reach performance will start at the end of the "start animation performance", and the number of "effective lines" set in the reach performance is more likely to be larger (for example, a "three-line reach performance" is more likely to be executed).

[0348] In this way, it is possible to realize a novel gameplay feature that draws the attention of players who are expecting a reach effect to begin when the "start video effect" ends, or who are expecting a specific number of "effective lines" (for example, three) to be set in the reach effect, to the manner in which the "start video effect" is executed, thereby making it possible to increase interest in the game.

[0349] In addition, the execution mode of the "type video effect" may be used to suggest the possibility that a reach effect will start at the end of the "type video effect" or the number of "effective lines" that will be set in the reach effect.

[0350] For example, when an allied character is shown walking in a "type video effect" than when an allied character is shown running in the "type video effect," it is more likely that a reach effect will start at the end of the "type video effect," and the number of "effective lines" set in the reach effect is more likely to be greater (for example, a "three-line reach effect" is more likely to be executed).

[0351] In this way, it is possible to realize a novel gameplay feature that draws the attention of players who are expecting a reach effect to begin when the "type video effect" ends, or who are expecting a specific number of "effective lines" (for example, three) to be set in the reach effect, to the manner in which the "type video effect" is executed, thereby making it possible to increase interest in the game.

[0352] In addition, the execution mode of the "type character effect" may be used to suggest the possibility that a reach effect will start at the end of the "type character effect" or the number of "effective lines" that will be set in the reach effect.

[0353] For example, when red letters are displayed in the "type character effect" compared to when blue letters are displayed in the "type character effect", it is more likely that a reach effect will start at the end of the "type character effect", and the number of "effective lines" set in the reach effect is more likely to be greater (for example, a "three-line reach effect" is more likely to be executed).

[0354] In this way, it is possible to realize a novel gameplay feature that draws the attention of players who are expecting a reach effect to begin when the "type character effect" ends, or who are expecting a specific number of "effective lines" (for example, three) to be set in the reach effect, to the manner in which the "type character effect" is executed, thereby making it possible to increase interest in the game.

[0355] H-9. Variation 5 of Pachinko Machine 1A: Next, a fifth modified example of the pachinko machine 1A will be described. In the fifth modified example of the pachinko machine 1A, it is possible to execute the "start character effect" multiple times in one symbol variation game.

[0356] For example, in the first "start character effect", the characters "SP reach effect?" are displayed, but in the second and subsequent "start character effects", characters different from the first "start character effect" are displayed, or even if the characters are the same as in the first "start character effect", the display format (display size, color, display position, etc.) is different from the first "start character effect".

[0357] The start timing of such a "start character effect" from the second time onwards may include during the execution of the first "start character effect", the end timing of the first "start character effect", during the execution of the "start video effect (type video effect)", the end timing of the "start video effect (type video effect)", during the execution of the "type character effect", the end timing of the "type character effect", and during the execution of the "SP reach effect".

[0358] Even in the case of such a pachinko machine 1A modified example 5, if the second or later "start character performance" is not performed, the same performance as the pachinko machine 1A and modified examples 1 to 4 of the pachinko machine 1A described above (the first start character performance is followed by the start video performance (type video performance), type character performance, and SP reach performance) is performed. However, if the second or later "start character performance" is performed, the "start video performance" (type video performance), "type character performance", and "SP reach performance" following the first "start character performance" are not performed (canceled), and the second or later "start character performance" is followed by the same performance as the pachinko machine 1A and modified examples 1 to 4 of the pachinko machine 1A described above (the first start character performance is followed by the start video performance (type video performance), type character performance, and SP reach performance). In other words, if the second or later "start character performance" is performed, the game is restarted and the subsequent "start video performance" (type video performance), "type character performance", and "SP reach performance" are performed.

[0359] In variant example 5 of this pachinko machine 1A, the more times the "start letter effect" is executed in one pattern-changing game (the more likely it is that a start letter effect is executed from the second time onwards), the higher (or lower) the "possibility of executing a start video effect (type video effect)", "possibility of executing a type letter effect", "possibility of executing an SP reach effect", "possibility of a double number being displayed (expected jackpot)", "possibility of a reach effect being executed", and "possibility of having more effective lines in a reach effect" may be.

[0360] Furthermore, in variant example 5 of this pachinko machine 1A, the later the timing of the second or subsequent "start letter effect" in one round of pattern-changing play, the higher (or lower) the "possibility of executing a start video effect (type video effect)", "possibility of executing a type letter effect", "possibility of executing an SP reach effect", "possibility of a double number being displayed as a stopped number (expected jackpot)", "possibility of a reach effect being performed", and "possibility of having more effective lines in a reach effect".

[0361] As described above, in the modified example 5 of the pachinko machine 1A, the second or subsequent "start character effect" may be performed. That is, after the "start character effect" (first start character effect), a series of effects (start video effect (type video effect), type character effect, SP reach effect) are usually performed, but before this series of effects ends, a "start character effect" (second or subsequent start character effect) different from the "start character effect" (first start character effect) may start (the start character effect may start again (starting anew)). In this way, it is possible to provide a sense of surprise to a player who recognizes that a series of effects will be performed by recognizing the "start character effect" (first start character effect), and to increase the interest in the game.

[0362] Furthermore, the first "start character effect" can be considered as the "first start character effect", and the second and subsequent "start character effects" can be considered as the "second start character effect".

[0363] The above describes the embodiments of the present invention, but the present invention is not limited thereto. As long as the scope of the claims is not deviated from, the scope is not limited to the wording of the claims, and includes the scope that can be easily substituted by a person skilled in the art, and improvements based on the knowledge that a person skilled in the art would normally have can be added as appropriate.

[0364] For example, in the above-mentioned embodiment and modified example, the timing for changing the display mode of the "preview image" may be any timing prior to the start of the performance corresponding to the "preview image." For example, the display mode of the "preview image" may be changed at the timing when a predetermined performance is executed (started). As a specific example, the display mode of the "preview image (dialogue preview image, SP preview image)" showing the performance to be executed (started) after the "background performance" may be changed at the timing when the "background performance" is executed (started).

[0365] Furthermore, in the above-mentioned embodiments and variant examples, it is possible to always display a "background preview image" when a "background performance" is performed, always display a "dialogue preview image" when a "dialogue performance" is performed, and always display an "SP preview image" when an "SP reach performance" is performed.

[0366] In the above-mentioned embodiment and modified example, the possibility that the special symbol stops as a jackpot symbol (expected jackpot) may be higher (or lower) when a "preview image" showing a predetermined performance is displayed in the "preview performance" and the predetermined performance is performed than when the "preview image" showing the predetermined performance is not displayed and the predetermined performance is performed. For example, the possibility that the special symbol stops as a jackpot symbol (expected jackpot) may be higher (or lower) when an SP reach performance D is performed when an "SP preview image D" is not displayed than when an SP reach performance D is performed when an "SP preview image D" is displayed in the "preview performance".

[0367] In the above-mentioned embodiment and modified example, when multiple types of "preview images" are displayed in the "preview performance", some of these "preview images" may be erased before other "preview images". In this case, the performance indicated by the part of the "preview images" may be executed with a higher probability than the performance indicated by the other "preview images". For example, when a "dialogue preview image" and an "SP preview image" are displayed in the "preview performance", if the "SP preview image" is erased before the "dialogue preview image", the SP reach performance indicated by the "SP preview image" may be executed with a higher probability than the dialogue performance indicated by the "dialogue preview image". In this way, a novel gameplay can be realized in which a player who expects the performance indicated by the "preview image" to be executed is drawn to the "preview image" that is erased earlier, and it is possible to increase the interest in the game.

[0368] In the above-mentioned embodiment and modified example, the "preview performance" may be executed based on the operation of the performance operation unit (the performance button 10a, the jog shuttle 10b, the direction button 10c) by the player. For example, when a predetermined variation pattern is selected, the "preview performance" may be executed if the performance button 10a is operated (pressed) before a predetermined time (for example, 0.2 seconds) has elapsed since the start of the display of the variation of the special symbol based on the predetermined variation pattern.

[0369] In the above-mentioned embodiment and modified example, the display mode of the "preview image" displayed in the "preview performance" may be changed based on the operation of the performance operation unit (performance button 10a, jog shuttle 10b, direction button 10c) by the player. For example, when a predetermined variation pattern is selected, the display mode of the "preview image" may be changed if the performance button 10a is operated (pressed) before a predetermined time (e.g., 3 seconds) has elapsed since the start of the "preview performance".

[0370] In the above-mentioned embodiment and modified example, the probability of executing the "preview performance" and the probability of displaying the "preview image" may be changeable based on the operation of an employee or a player. For example, the player may operate the performance operation unit (the performance button 10a, the jog shuttle 10b, the direction button 10c) to change the probability of executing the "preview performance" and the probability of displaying the "preview image".

[0371] In addition, the various effects in the above-mentioned embodiment and modified example are executed when the corresponding variation pattern is selected. Therefore, the above-mentioned various possibilities such as "expected probability of winning" are realized by appropriately setting the ratio of the variation pattern corresponding to each effect to be selected (the ratio of the variation pattern selection random number allocated to the variation pattern) in the above-mentioned variation pattern selection table.

[0372] In the above-mentioned embodiment and modified example, the present invention is applied to a pachinko machine 1 that pays out game balls supplied from an island facility in a game hall to give the player a profit (game value) as a result of the game. The present invention can be applied to a type of game machine that gives a game profit in a form other than "paying out game balls". For example, the present invention can be applied to a type of pachinko machine that gives a game profit (game value) to a player by storing data indicating the amount of profit (magnitude of game value) corresponding to the entrance of game balls into various ball entrances, and in this case, the same effect as the above-mentioned embodiment can be obtained. An example of a pachinko machine that converts gaming profits (gaming value) into digital data and awards them to players is a gaming machine that uses multiple gaming balls built into the machine by circulating them, specifically, a pachinko machine that is configured to return gaming balls that have been discharged onto the back of the gaming board through various ball inlets or outlets to the launch position and then launch them (a so-called sealed gaming machine).

[0373] Furthermore, in the above-described embodiment, the present invention is applied to a pachinko machine 1 in which a game is played by firing a game ball (game medium) toward a game area 21 formed on a game board 20, but the present invention may also be applied to a slot machine (reel type gaming machine) in which a game is played by rotating a reel having a number of different patterns drawn on its outer periphery (displaying the patterns in a variable manner) after a game medal (game medium) is inserted and then stopping the reel.

[0374] <Gaming machines A1 to A7 that can be extracted from the above-described embodiments> The pachinko machines of the above-mentioned embodiments can be regarded as gaming machines A1 to A7 as follows.

[0375] <Amusement machine A1> <Summary> When the identification information changes, a preview performance can be executed that suggests the type of performance that may be executed as a result of the identification information change. <Claim format> An identification information changing means capable of changing the identification information, which is a change display of the identification information; a specific game execution means for executing a specific game when the identifier is stopped and displayed in a specific manner by the variation of the identifier; a performance execution means capable of executing a possibility suggestion performance that suggests a possibility of a specific mode in which the identification information is stopped and displayed in a specific mode by the variation of the identification information; Equipped with When the identification information is changed, a preview performance can be executed that suggests a type of performance that may be executed as the possibility suggestion performance due to the change in the identification information. A gaming machine characterized by:

[0376] In such a gaming machine, a player who expects a specific game to be played expects the identification information to be displayed in a specific manner as a result of the variation of the identification information. For this reason, such a player pays attention to a possibility suggesting effect that suggests the possibility of a specific mode (the possibility that the identification information will be displayed in a specific manner). In this regard, in this gaming machine, when the identification information is varied, a preview effect can be executed that suggests the type of effect that may be executed as a possibility suggesting effect as a result of the variation of the identification information. In this way, a novel gameplay is realized in which the type of effect that may be executed as a possibility suggesting effect is suggested before the possibility suggesting effect is actually executed, and it is possible to increase interest in the game.

[0377] <Amusement machine A2> <Summary> Subordinate to gaming machine A1. If multiple types of effects are suggested in the preview performance, the order in which those multiple types of effects will be executed can also be suggested. <Claim format> In the gaming machine A1, When multiple types of effects are suggested in the preview effect, the execution order of the multiple types of effects can also be suggested. A gaming machine characterized by:

[0378] In such a gaming machine, when multiple types of effects are suggested in the advance notice effect, the execution order of the multiple types of effects can also be suggested. In this way, a novel gameplay can be realized in which the execution order of effects that may be executed as a possibility suggestion effect is suggested before the possibility suggestion effect is actually performed, and it is possible to increase interest in the game.

[0379] <Amusement machine A3> <Summary> Subordinate to gaming machine A1. When a specific performance is suggested in the preview performance, the timing of execution of the specific performance can also be suggested. <Claim format> In the gaming machine A1, When a predetermined performance is suggested in the preview performance, the execution timing of the predetermined performance can also be suggested. A gaming machine characterized by:

[0380] In such a gaming machine, when a predetermined effect is suggested in the advance notice effect, the execution timing of this predetermined effect can also be suggested. In this way, a novel gameplay can be realized in which the execution timing of an effect that may be executed as a possibility suggestion effect (a predetermined effect) is suggested before the possibility suggestion effect is actually executed, thereby making it possible to increase interest in the game.

[0381] <Amusement machine A4> <Summary> Subordinate to gaming machines A1 to A3. In the preview performance, an "image suggesting a specific performance" is displayed to suggest that a specific performance may be carried out. When a preview performance in which an "image suggesting a specified performance" is displayed is performed, if the specified performance is actually performed, the display mode of the "image suggesting a specified performance" is changed. <Claim format> In any one of the gaming machines A1 to A3, In the preview performance, an image suggesting a predetermined performance is displayed to suggest that the predetermined performance may be executed, When the preview performance in which an image suggesting the predetermined performance is displayed is performed, if the predetermined performance is actually performed, the display mode of the image suggesting the predetermined performance is changed. A gaming machine characterized by:

[0382] In such gaming machines, the preview performance suggests that the specified performance may be executed by displaying an "image suggesting a specified performance." Then, when a preview performance in which an "image suggesting a specified performance" is displayed is executed, if the specified performance is actually executed, the display mode of the "image suggesting a specified performance" is changed. In this way, the display mode of the "image suggesting a specified performance" can be used to allow the player to recognize whether or not the performance suggested in the preview performance (the specified performance) has actually been executed (this can be displayed as the execution history of the performance suggested in the preview performance), thereby making it possible to increase interest in the game.

[0383] <Amusement machine A5> <Summary> Subordinate to gaming machines A1 to A3. In the preview performance, an "image suggesting a specific performance" is displayed to suggest that a specific performance may be carried out. When a preview performance in which an "image suggesting a specified performance" is displayed is performed, the display manner of the "image suggesting a specified performance" can suggest the possibility that the specified performance will be executed. <Claim format> In any one of the gaming machines A1 to A3, In the preview performance, an image suggesting a predetermined performance is displayed to suggest that the predetermined performance may be executed, When the preview performance in which an image suggesting the predetermined performance is displayed is performed, the display mode of the image suggesting the predetermined performance can suggest the possibility that the predetermined performance will be executed. A gaming machine characterized by:

[0384] In such gaming machines, the advance notice performance suggests that the predetermined performance may be executed by displaying an "image suggesting a predetermined performance." When an advance notice performance in which an "image suggesting a predetermined performance" is displayed is executed, the display mode of the "image suggesting a predetermined performance" may suggest that the predetermined performance may be executed. In this way, a novel gameplay is realized in which a player who is expecting a predetermined performance to be executed is drawn to the display mode of the "image suggesting a predetermined performance" as well as to whether or not the "image suggesting a predetermined performance" is displayed, thereby making it possible to increase interest in the game.

[0385] <Amusement machine A6> <Summary> Subordinate to gaming machines A1 to A3. When a preview performance is performed, the type of performance suggested in the preview performance can be changed. <Claim format> In any one of the gaming machines A1 to A3, When the preview performance is performed, it is possible to change the type of performance suggested in the preview performance. A gaming machine characterized by:

[0386] In such a gaming machine, even after the preview performance has started, the type of performance suggested by the preview performance may be changed. Therefore, even after the preview performance has started (even after the player has once recognized the content of the preview performance), a novel gameplay can be realized in which the player is made to pay attention to the preview performance (whether the type of performance suggested by the preview performance will be changed or not), and it is possible to increase the interest in the game.

[0387] <Amusement machine A7> <Summary> Subordinate to gaming machine A6. When the type of performance suggested in the preview performance is changed, the performance suggested in the preview performance is more likely to be executed than when the type of performance suggested in the preview performance is not changed. <Claim format> In the gaming machine A6, When the type of performance suggested in the preview performance is changed, the performance suggested in the preview performance is more likely to be executed than when the type of performance suggested in the preview performance is not changed. A gaming machine characterized by:

[0388] In such a gaming machine, even after the preview performance has started, the type of performance suggested in the preview performance may be changed, and when such a change occurs, the performance suggested in the preview performance is more likely to be executed than when such a change does not occur. Therefore, a novel gameplay can be realized in which a player who expects the performance suggested in the preview performance to be executed is made to expect that the type of performance suggested in the preview performance will be changed, and it is possible to increase the interest in the game.

[0389] <Gaming machines B1 to B9 that can be extracted from the above-described embodiments> The pachinko machine of the above-mentioned embodiment can be regarded as the following gaming machines B1 to B9.

[0390] <Gaming machine B1> <Summary> It is possible to execute a start character effect that displays "characters indicating that a specific effect is about to begin." After the start character performance is performed, a type character performance can be performed which displays "characters corresponding to a specific type of performance." After a type character performance is performed, a specific performance of a type corresponding to the characters displayed in the type character performance can be executed. <Claim format> A gaming machine for playing a game using a gaming medium, It is possible to execute multiple types of specific performances, A start character effect can be executed by displaying a character indicating that the specific effect will start without indicating the type of the specific effect, After the start character effect is performed, a type character effect can be performed to display a character corresponding to the type of the specific effect. After the type character effect is performed, the specific effect of the type corresponding to the character displayed in the type character effect can be executed. A gaming machine characterized by:

[0391] In such gaming machines, a start character effect and a type character effect may be performed prior to the execution of a specific effect. In this case, first, in the start character effect, "characters suggesting that a specific effect will start" are displayed without indicating the type of specific effect. Then, in the type character effect, "characters corresponding to the type of specific effect" are displayed.

[0392] That is, the effect of displaying characters, which is already easy for players to understand, is further divided into two parts. In the first effect (start character effect), "characters suggesting that a specific effect will start" are displayed without indicating the type of specific effect, thereby notifying the player of general information regarding the specific effect (that a specific effect will start), and in the second effect (type character effect), "characters corresponding to the type of specific effect" are displayed, thereby notifying the player of more detailed information regarding the specific effect (type of specific effect). In this way, by performing the start character effect (first effect), the player becomes accustomed to the effect of displaying characters and has the player grasp the general information, and then by performing the effect that the player is already accustomed to (an effect displaying similar characters, type character effect (second effect)), more detailed information is notified to the player, so that it is possible to perform an effect that is easier for the player to understand.

[0393] <Gaming machine B2> <Summary> Subordinate to gaming machine B1. Between the start text effect and the type text effect, a start video effect can be executed which plays a "video indicating that a specific effect is about to begin." <Claim format> In the gaming machine B1, After the start character effect is performed and before the type character effect is performed, a start video effect can be executed in which a video indicating that the specific effect will start is played. A gaming machine characterized by:

[0394] In such a gaming machine, a start video effect can be executed between the start character effect and the type character effect, in which a "video suggesting that a specific effect will start" is played. That is, between the effects that display characters, which are performed in two separate parts, a "video suggesting that a specific effect will start" is played. In this way, both the start character effect and the subsequent start video effect suggest the same general information (that a specific effect will start) while differing in the suggestive manner. Therefore, the general information (that a specific effect will start) can be more strongly impressed on the player. In addition, since a "video suggesting that a specific effect will start" is played between two similar effects (start character effect and type character effect) that display characters, it becomes easier for the player to recognize that these two effects (start character effect and type character effect) are effects that suggest different information.

[0395] <Gaming Machine B3> <Summary> Subordinate to gaming machine B1. Between the start character effect and the type character effect, a type video effect can be executed that plays a "video corresponding to the specific effect type." <Claim format> In the gaming machine B1, After the start character effect is performed and before the type character effect is performed, a type video effect can be performed in which a video corresponding to the type of the specific effect is played. A gaming machine characterized by:

[0396] In such a gaming machine, it is possible to execute a type video effect in which a "video corresponding to the type of specific effect" is played between the start character effect and the type character effect. That is, between the effects in which characters are displayed, which are performed in two separate parts, a "video corresponding to the type of specific effect" is played. In this way, both the type video effect and the subsequent type character effect suggest the same more detailed information (type of specific effect) while differing in the suggestive manner. This makes it possible to leave a stronger impression on the player about the more detailed information (type of specific effect). In addition, since a "video corresponding to the type of specific effect" is played between two similar effects (start character effect and type character effect) that display characters, it becomes easier for the player to recognize that these two effects (start character effect and type character effect) are effects that suggest different information.

[0397] <Gaming Machine B4> <Summary> Subordinate to gaming machines B1 to B3. The reach effect can start when the type character effect ends. <Claim format> In any one of the gaming machines B1 to B3, It is possible to execute a decorative pattern variation, which is a variable display of a plurality of decorative patterns; When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; In the decorative pattern variation, a reach effect can be executed in which the decorative patterns except one of the plurality of decorative patterns are displayed in a manner that can become the specific combination. The type character effect is executed from the start to the end of the decorative pattern variation, The reach effect can be started when the type character effect ends. A gaming machine characterized by:

[0398] In such gaming machines, the type character effect displays "characters corresponding to the type of specific effect," and when such a type character effect ends, a reach effect may start. In this way, a novel gameplay is realized in which the player is made to pay attention to whether or not the reach effect will start at the timing when the player recognizes the type of specific effect, and it is possible to increase the interest in the game.

[0399] <Amusement machine B5> <Summary> Subordinate to gaming machine B4. When the type character presentation ends, a reach presentation in which a first number of active lines is set may be performed, or a reach presentation in which a second number of active lines is set may be performed. <Claim format> In gaming machine B4, As the reach effect, a performance can be executed in which a plurality of effective lines are set and decorative symbols except for the one are displayed on each of the effective lines, In the case where the reach effect starts when the type character effect ends, the reach effect may have a first number of the pay lines set or a second number of the pay lines set. A gaming machine characterized by:

[0400] In such a gaming machine, the type character effect displays "characters corresponding to the type of specific effect," and when such a type character effect ends, there are cases where a reach effect with a first number of winning lines is performed, and cases where a reach effect with a second number of winning lines is performed. In this way, a novel gameplay can be realized in which the player is made to pay attention to whether a reach effect with a first number of winning lines or a reach effect with a second number of winning lines is to start at the timing when the player recognizes the type of specific effect, and it is possible to increase the interest in the game.

[0401] <Gaming machine B6> <Summary> Subordinate to gaming machines B1 to B3. During execution of the type character performance, a decorative pattern may or may not be displayed in a predetermined display area. <Claim format> In any one of the gaming machines B1 to B3, It is possible to execute a decorative pattern variation, which is a variable display of a plurality of decorative patterns; When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; The type character effect is executed from the start to the end of the decorative pattern variation, During the execution of the type character effect, the decorative pattern may or may not be displayed in a predetermined display area. A gaming machine characterized by:

[0402] In such gaming machines, the type character effect (display of characters corresponding to the type of specific effect) is performed from the start to the end of the decorative pattern variation, and during the execution of the type character effect, the decorative pattern may or may not be displayed in a predetermined display area. In this regard, during the execution of the type character effect, the decorative pattern is less of an obstacle when the decorative pattern is not displayed in the predetermined display area than when it is displayed, making it easier for the player to recognize the type character effect. In other words, the degree to which the type character effect is easy for the player to recognize can be adjusted by whether or not the decorative pattern is displayed.

[0403] <Gaming machine B7> <Summary> Subordinate to gaming machine B6. The probability of starting a reach performance when the type character performance ends differs between the case where a decorative pattern is displayed in a predetermined display area during execution of the type character performance and the case where it is not displayed. <Claim format> In gaming machine B6, When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; In the decorative pattern variation, a reach effect can be executed in which all but one of the plurality of decorative patterns is displayed in a manner that may result in the specific combination, The reach effect can be started when the type character effect ends, The probability of the reach effect starting when the type character effect ends is different between a case where the decorative pattern is displayed in the predetermined display area during execution of the type character effect and a case where the decorative pattern is not displayed in the predetermined display area. A gaming machine characterized by:

[0404] In such a gaming machine, the type character effect (display of characters corresponding to the type of specific effect) is performed from the start of the decorative pattern variation to the end, and during the execution of the type character effect, the decorative pattern may or may not be displayed in a predetermined display area. The probability that the reach effect will start when the type character effect ends is different depending on whether or not the decorative pattern is displayed in the predetermined display area during the execution of the type character effect. In this way, a novel gameplay is realized in which a player who expects the reach effect to start when the type character effect ends pays attention to whether or not the decorative pattern is displayed in the predetermined display area during the execution of the type character effect, and it is possible to increase the interest in the game.

[0405] <Amusement machine B8> <Summary> Subordinate to gaming machine B6. The possibility of a specific number of effective lines being set in the reach performance started when the type character performance ends differs between the cases where a decorative pattern is displayed in a predetermined display area during execution of the type character performance and the case where it is not displayed. <Claim format> In gaming machine B6, When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; In the decorative pattern variation, a reach effect can be executed in which all but one of the plurality of decorative patterns is displayed in a manner that may result in the specific combination, The reach effect can be started when the type character effect ends, As the reach effect, a performance can be executed in which a plurality of effective lines are set and decorative symbols except for the one are displayed on each of the effective lines, In the case where the reach performance starts when the type character performance ends, the possibility that a specific number of activated lines will be set in the reach performance differs between a case where the decorative pattern is displayed in the predetermined display area during the execution of the type character performance and a case where the decorative pattern is not displayed in the predetermined display area during the execution of the type character performance. A gaming machine characterized by:

[0406] In such a gaming machine, the type character effect (display of characters corresponding to the type of specific effect) is performed from the start of the decorative pattern variation to the end, and during the execution of the type character effect, the decorative pattern may or may not be displayed in a predetermined display area. The possibility that a specific number of effective lines will be set in the reach effect that starts when the type character effect ends differs depending on whether or not the decorative pattern is displayed in the predetermined display area during the execution of the type character effect. In this way, a novel gameplay can be realized in which a player who expects a specific number of effective lines to be set in the reach effect that starts when the type character effect ends pays attention to whether or not a decorative pattern is displayed in the predetermined display area during the execution of the type character effect, thereby making it possible to increase the interest in the game.

[0407] <Gaming machine B9> <Summary> Subordinate to gaming machines B1 to B3. As the start character effect, a first start character effect and a second start character effect can be executed. After the first start character performance is executed and before the specific performance ends, the second start character performance can be started. <Claim format> In any one of the gaming machines B1 to B3, As the start character effect, a first start character effect and a second start character effect can be executed, The second start character effect can be started after the first start character effect is executed and before the specific effect is ended. A gaming machine characterized by:

[0408] In such gaming machines, after the start character effect is performed, a series of effects (type character effect, specific effect) is usually performed, but before this series of effects ends, a start character effect (second start character effect) different from the start character effect (first start character effect) may start (the start character effect may start again). This provides a sense of surprise to players who recognize that a series of effects will occur when they recognize the start character effect, making it possible to increase interest in the game. [Industrial Applicability]

[0409] The present invention can be applied to gaming machines used in game halls. [Explanation of symbols]

[0410] 1... Pachinko machine (gaming machine), 24... first start port, 25... second start port, 28... large prize port, 35... small prize port, 38... specific port, 41... performance display device, 50... segment display unit, 200... main control board, 201... CPU (identification information varying means, specific game execution means), 202... ROM, 220... sub-control board, 221... CPU (performance execution means).

Claims

1. A gaming machine for playing games using gaming media, It is possible to execute multiple types of specific performances, A start character effect can be executed by displaying a character indicating that the specific effect will start without indicating the type of the specific effect, After the start character effect is performed, a type character effect can be performed to display a character corresponding to the type of the specific effect. After the type character effect is performed, the specific effect of the type corresponding to the character displayed in the type character effect can be executed. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, After the start character effect is performed and before the type character effect is performed, a start video effect can be executed in which a video indicating that the specific effect will start is played. A gaming machine characterized by:

3. 2. The gaming machine according to claim 1, After the start character effect is performed and before the type character effect is performed, a type video effect can be performed in which a video corresponding to the type of the specific effect is played. A gaming machine characterized by:

4. In the gaming machine according to any one of claims 1 to 3, It is possible to execute a decorative pattern variation, which is a variable display of a plurality of decorative patterns; When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; In the decorative pattern variation, a reach effect can be executed in which the decorative patterns except one of the plurality of decorative patterns are displayed in a manner that can become the specific combination. The type character effect is executed from the start to the end of the decorative pattern variation, The reach effect can be started when the type character effect ends. A gaming machine characterized by:

5. 5. The gaming machine according to claim 4, As the reach effect, a performance can be executed in which a plurality of effective lines are set and decorative symbols except for one of the effective lines are displayed on each of the effective lines; In the case where the reach effect starts when the type character effect ends, there is a case where a first number of the pay lines is set in the reach effect, and a case where a second number of the pay lines is set in the reach effect. A gaming machine characterized by:

6. In the gaming machine according to any one of claims 1 to 3, It is possible to execute a decorative pattern variation, which is a variable display of a plurality of decorative patterns; When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; The type character effect is executed from the start to the end of the decorative pattern variation, During the execution of the type character effect, the decorative pattern may or may not be displayed in a predetermined display area. A gaming machine characterized by:

7. 7. The gaming machine according to claim 6, When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; In the decorative pattern variation, a reach effect can be executed in which all but one of the plurality of decorative patterns is displayed in a manner that may result in the specific combination, The reach effect can be started when the type character effect ends, The probability of the reach effect starting when the type character effect ends is different between a case where the decorative pattern is displayed in the predetermined display area during execution of the type character effect and a case where the decorative pattern is not displayed in the predetermined display area. A gaming machine characterized by:

8. 7. The gaming machine according to claim 6, When the plurality of decorative symbols are displayed in a specific combination during the decorative symbol variation, a bonus can be awarded to the player; In the decorative pattern variation, a reach effect can be executed in which all but one of the plurality of decorative patterns is displayed in a manner that may result in the specific combination, The reach effect can be started when the type character effect ends, As the reach effect, a performance can be executed in which a plurality of effective lines are set and decorative symbols except for one of the effective lines are displayed on each of the effective lines; In the case where the reach performance starts when the type character performance ends, the possibility that a specific number of activated lines will be set in the reach performance differs between a case where the decorative pattern is displayed in the predetermined display area during the execution of the type character performance and a case where the decorative pattern is not displayed in the predetermined display area during the execution of the type character performance. A gaming machine characterized by:

9. In the gaming machine according to any one of claims 1 to 3, As the start character effect, a first start character effect and a second start character effect can be executed, The second start character effect can be started after the first start character effect is executed and before the specific effect is ended. A gaming machine characterized by:

Citation Information

Patent Citations

  • Pinball game machine

    JP2008178756A