Game machine

The gaming machine addresses the issue of insufficient game interest by implementing identification information fluctuations and specific game configurations that dynamically change player advantages and payout ratios across different periods, thereby enhancing player engagement and fun.

JP2025048576APending Publication Date: 2025-04-03SANSEI R&D KK
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Patent Information

Application Number
JP2023157459
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

Gaming machines where player advantages change depending on the period have not sufficiently enhanced game interest.

Method used

A gaming machine with identification information fluctuation means, game execution means, and specific configurations to offer varying payout ratios and game advantages across different periods, including a precursor period with lower payout ratios but higher advantageous likelihoods.

Benefits of technology

Enhances game interest by providing dynamic advantages and payout structures that change based on the period, increasing player engagement and fun.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase game interest, in a game machine in which the advantageous degree for a player changes depending on a period.SOLUTION: In a game machine of the present invention, the putout ratio and advantageous winning probability are higher in a second period (second electric tulip support state) than in a first period (first electric tulip support state). Therefore, if the first period is directly transitioned to the second period, a player will feel that he / she has lost out if a winning game starts just before the second period. In this respect, in the game machine, the second period starts via an omen period (non-electric tulip support state) after the first period. In other words, the timing just before the second period may be the omen period rather than the first period. The omen period has a higher advantageous winning probability than that of the first period, so it is possible to suppress the decline in interest in a game as described above.SELECTED DRAWING: Figure 21
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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 is known a gaming machine in which, as a result of the variable display of the identification information, when the identification information is displayed in a fixed manner in a specific manner, a winning game is executed. For example, there is a gaming machine that performs a variable display of a special symbol based on a game ball entering a starting hole, and executes a winning game when a winning symbol is displayed in a fixed manner.

[0003] In such gaming machines, it is common that the degree of advantage to the player changes depending on the period. For example, there is a gaming machine that can set an electric support state in which the frequency of game balls entering the second starting hole increases after the big win game ends (Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-170421 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, gaming machines in which the degree of advantage to the player changes depending on the period of time have become widely known among players in recent years, and there has been a problem in that it cannot be said that they sufficiently increase interest in gaming.

[0006] The present invention has been made to solve the above-mentioned problems, and aims to provide a gaming machine in which the degree of advantage to the player changes depending on the period of time, thereby increasing the player's interest in the game. [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. An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with As the winning game, at least a first winning game and a second winning game which is more advantageous to the player than the first winning game can be executed; The payout ratio, which is the ratio of the number of payouts to the number of game balls shot, is higher in the second period than in the first period. The probability of a favorable win, which is the probability that the second winning game will be played as the winning game, is also higher in the second period than in the first period. A gaming machine, The first period may be followed by a precursor period and then the second period, In the precursor period, the payout ratio is lower than in the second period, and the probability of a favorable win is higher than in the first period. It is characterized by:

[0008] In addition, the gaming machine of the present invention is The first period and the precursor period are periods during which the game ball is launched so as to flow down a first area, The second period is a period during which the game ball is launched so as to flow down the second area. This may also be the case.

[0009] In addition, the gaming machine of the present invention is The second period may start after the first period via the precursor period, or the second period may start after the first period without passing through the precursor period. This may also be the case.

[0010] In addition, the gaming machine of the present invention is During the first period, a performance can be executed to suggest whether the second period will start after the precursor period or whether the second period will start without the precursor period. This may also be the case.

[0011] In addition, the gaming machine of the present invention is During the first period, the number of times the identification information change has been performed since the start of the first period is suggested, and during the precursor period, the number of times the identification information change has been performed since the start of the first period is suggested. This may also be the case.

[0012] In addition, the gaming machine of the present invention is During the first period, the number of times the identification information change has been performed since the start of the first period is suggested, and during the precursor period, the number of times the identification information change has been performed since the start of the first period is suggested; During the first period, the number of times the identification information change has been performed since the start of the first period is suggested, and during the precursor period, the number of times the identification information change has been performed since the start of the precursor period is suggested. There is This may also be the case.

[0013] In addition, the gaming machine of the present invention is During the precursor period, a performance suggesting that the probability of the advantageous hit is higher than that during the first period can be executed. This may also be the case. Effect of the Invention

[0014] According to the present invention, it is possible to increase interest in a gaming machine in which the degree of advantage to a player changes depending on a period of time. [Brief description of the drawings]

[0015] [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] FIG. 2 is an explanatory diagram showing the gaming state of this embodiment. [Diagram 5] 2 is an explanatory diagram showing the configuration of a segment display unit 50 of the present embodiment. FIG. [Figure 6] FIG. 2 is an explanatory diagram showing the types per type 1 and types per type 2 of this embodiment. [Figure 7] 1 is an explanatory diagram illustrating the display contents of the performance display device 41 of this embodiment. FIG. [Figure 8] 4 is a flowchart showing a game control process executed by a CPU 201 of a main control board 200 in this embodiment. [Figure 9] An explanatory diagram conceptually showing the variation pattern selection table of this embodiment. [Figure 10] An explanatory diagram showing the types of variation pattern selection tables in this embodiment. [Figure 11] 13 is a flowchart showing the performance control process executed by the CPU 221 of the sub-control board 220 in this embodiment. [Figure 12] 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 13] 4 is a flowchart showing the processing after the first electric support executed by the CPU 201 of the main control board 200 in this embodiment. [Figure 14] 10 is a flowchart showing the processing after non-electric support executed by the CPU 201 of the main control board 200 in this embodiment. [Figure 15] An explanatory diagram showing the "first electric support pattern" and the "second electric support pattern" in this embodiment. [Figure 16] 13 is a flowchart showing the processing after the second electric support executed by the CPU 201 of the main control board 200 in this embodiment. [Figure 17] 1 is an explanatory diagram conceptually showing how the game state transitions in this embodiment. FIG. [Figure 18]This is an explanatory diagram showing the "first remaining number suggestion effect," "second remaining number suggestion effect," and "total remaining number suggestion effect" in this embodiment. [Figure 19] 1 is an explanatory diagram showing the "second electric support hit probability" for the first special chart of pachinko machine 1A. FIG. [Figure 20] 1 is an explanatory diagram showing the "second electric support hit probability" for the second special chart of pachinko machine 1A. FIG. [Figure 21] 1 is an explanatory diagram showing the transition of game states in a pachinko machine 1A. FIG. [Figure 22] 1 is an explanatory diagram showing the presentation relating to the transition of the game state in a pachinko machine 1A. FIG. [Diagram 23] 1 is an explanatory diagram showing the transition of the game state in variant 1 of the pachinko machine 1A. FIG. [Figure 24] 1 is an explanatory diagram showing the presentation relating to the transition of the game state in variant 1 of the pachinko machine 1A. FIG. [Diagram 25] An explanatory diagram showing the transition of the game state in variant 2 of the pachinko machine 1A. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] 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."

[0017] 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. Game State Transition: E-1. Transition process during the first electric support: E-2. Transition process during non-electric support: E-3. Transition process during the second electric support: E-4. Summary: F. Effects related to game state transitions: F-1. Rendition of the first aspect: F-2. Rendition of the second aspect: F-3. Rendition of the third aspect: G. Pachinko Machine 1A: G-1. Differences in transition patterns 1: G-2. Differences in transition patterns 2: G-3. Differences in Transition Modes Part 3: G-4. Effects related to the transition of pachinko machine 1A: G-5. Variation 1 of Pachinko Machine 1A: G-6. Effects related to the transition mode of the modified example 1 of the pachinko machine 1A (part 1): G-7. Effects related to the transition mode of the modified example 1 of the pachinko machine 1A (part 2): G-8. Variation 2 of Pachinko Machine 1A:

[0018] 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.

[0019] 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.

[0020] 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 that are loaned out via a card unit 60 provided corresponding to the pachinko machine 1 and game balls that are paid out from the pachinko machine 1. A lower tray section 8 is provided below the upper tray section 7, and stores game balls that are loaned out in excess of the capacity of the upper tray section 7 and game balls that are paid out in excess of the capacity of the upper tray section 7.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

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

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

[0042] B. Game Contents: In the pachinko machine 1 of this embodiment, the game proceeds as follows. When the launch handle 9 is rotated with game balls stored in the upper tray 7, the 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).

[0043] Furthermore, the first starting port 24 can be entered by a game ball (a game ball hit from the left) flowing down the area (first area) to the left of the central device 40 (performance display device 41), and the second starting port 25 can be entered by a game ball (a game ball hit from the right) flowing down the area (second area) to the right of the central device 40 (performance display device 41).

[0044] <Game Status> As shown in Figure 4, in the pachinko machine 1 of this embodiment, the game states can be set to a "non-electric support state" and an "electric support state," and the "electric support state" can be set to a "first electric support state" and a "second electric support state."

[0045] Of these, the "non-electric support state" is a game state in which the "time during which the second starting hole 25 is open (also referred to herein as the "second starting hole open time")" is more likely to be shorter than in the "electric support state," and the game ball cannot enter the second starting hole 25 even if the player hits from the right. For this reason, in the "non-electric support state," the player can be made to hit from the left (aiming to enter the ball into the first starting hole 24).

[0046] In addition, the "electric support state (first electric support state, second electric support state)" is a game state in which the "second start hole opening time" is likely to be longer than the "non-electric support state", but in the "first electric support state" among these, the "second start hole opening time" is not long enough for the game ball to enter the second start hole 25. In other words, the "first electric support state" is a game state in which the "second start hole opening time" is likely to be longer than the "non-electric support state", but is likely to be shorter than the "second electric support state", and the game ball cannot enter the second start hole 25 even if a right hit is made. For this reason, even in the "first electric support state", the player can be made to hit left (aiming to enter the first start hole 24).

[0047] In contrast, the "second electric support state" is a game state in which the "second starting hole opening time" is likely to be longer than the "first electric support state", and a right hit can cause the game ball to enter the second starting hole 25. For this reason, in the "second electric support state", the player can be made to hit to the right (to aim for the ball to enter the second starting hole 25).

[0048] FIG. 5 is an explanatory diagram showing an enlarged view of the segment display unit 50. As described above, the segment display unit 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 unit 50 through the small window portion 4c (see FIG. 1) of the front frame 4. The segment display unit 50 is provided with an electric support display unit 58 that indicates that the above-mentioned "electric support state (first electric support state, second electric support state)" is in progress. That is, as shown in FIG. 5, the electric support display unit 58 has three LEDs arranged therein, and during the "electric support state (first electric support state, second electric support state)", the three LEDs are lit to indicate that the "electric support state (first electric support state, second electric support state)" is in progress. Also, as shown in FIG. 5, 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 "second electric support state", a game ball hit from the right can enter the second starting hole 25, so it is beneficial for the player to hit from the right during the "second electric support state". Therefore, during the "second electric support state", the player is encouraged to hit from the right by turning on two LEDs arranged in the right hit display unit 59.

[0049] <Special pattern change display> As described above with reference to FIG. 2, a game ball hit from the left can enter the first start hole 24 (in the non-electric support state and the first electric support state). 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.

[0050] As described above with reference to FIG. 2, a game ball hit from the right side can enter the second starting hole 25 (in the second electric support state). When a game ball hit from the right side 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 to determine whether the game ball is a "jackpot", a "small jackpot", or a "miss" based on the judgment random number. 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, not only is it judged whether it is a "jackpot" or not, but also whether it is a "small jackpot".

[0051] 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".

[0052] Here, the first special chart and the second special chart will be explained. As shown in Fig. 5, the segment display unit 50 is provided with a first special chart display unit 51 for displaying the first special chart and a second special chart display unit 52 for displaying the second special chart, and these display units each have 10 LEDs. The first special chart and the second special chart are displayed variably by switching the LEDs that are turned on among the 10 LEDs in each display unit, and are displayed stationary by turning on a predetermined LED among the 10 LEDs.

[0053] In the pachinko machine 1 of this embodiment, 200 types of "jackpot symbols (jackpot symbols 101-300)" and 300 types of "miss symbols (miss symbols 1001-1300)" can be displayed as the first special symbols. Also, 200 types of "jackpot symbols (jackpot symbols 501-700)", 100 types of "small hit symbols (small hit symbols 701-800)", and 1 type of "miss symbol (miss symbol 1301)" can be displayed as the second special symbols. These types of symbols can be identified by the difference in the combination of the lit LEDs.

[0054] If the result of the jackpot determination based on the game ball entering the first starting hole 24 (also referred to as the "jackpot determination for the first special chart" in this specification) is a "jackpot", the first special chart is displayed as one of the "jackpot patterns 101 to 300", and if it is a "miss", the first special chart is displayed as one of the "miss patterns 1001 to 1300". In the "jackpot determination for the first special chart", the probability of a "jackpot" is about 1 in 300.

[0055] 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 1301". In addition, even in the "jackpot determination for the second special chart", there is a probability of about 1 in 300 that it is determined to be a "jackpot", and a probability of 1 in 20 that it is determined to be a "small jackpot".

[0056] 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".

[0057] <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 "second electric support state", two LEDs arranged on the right hit display unit 59 of the segment display unit 50 are turned on to encourage the player to hit from the right. 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.

[0058] <Per type> A type 1 hit is started when the first or second special symbol is stopped and displayed with any of the jackpot symbols (hit mode) (when the result of the jackpot judgment for the first or second special symbol 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 symbol stopped and displayed".

[0059] That is, as shown in FIG. 6(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 the "second electric support state" (also referred to as "6R electric support type per one" 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 the "non-electric support state" (also referred to as "6R non-electric support type per one" in this specification)" is performed.

[0060] Also, as shown in FIG. 6(b), when the second special chart is stopped and displayed with "jackpot pattern 501-660" (80% probability when the second special chart is stopped and displayed with the jackpot pattern), "10 rounds of play are performed, and the game state after the jackpot game ends is the "second 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" (20% probability when the second special chart is stopped and displayed with the jackpot pattern), "10 rounds of play are performed, and the game state after the jackpot game ends is the "non-electric support state" (also referred to as "10R non-electric support type per one" in this specification)" is performed.

[0061] 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 "second 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 display the second special symbol (judgment of a jackpot for the second special symbol) than when the first special symbol is displayed as a jackpot symbol.

[0062] <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 symbol is stopped and displayed with any small win pattern (win state) (when the result of the big win judgment for the second special symbol 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.

[0063] 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. 6 (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 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 "second electric support state", and 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 a 2-type win will occur in which the game state after the big win play ends will be the "non-electric support state" (also referred to in this specification as a "10R non-electric support 2-type win").

[0064] 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 it is more advantageous for the player (there is a higher possibility of a jackpot game being played) when the variable display of the second special symbol (the jackpot judgment for the second special symbol) is performed than when the variable display of the first special symbol (the jackpot judgment for the first special symbol) is performed.

[0065] 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.

[0066] 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. 5, three LEDs are arranged on the round display section 55, and among the three LEDs, the left and center LEDs are lit to indicate that a jackpot game with six rounds is being executed, and the right and center LEDs are lit to indicate that a jackpot game with ten rounds is being executed.

[0067] <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. 5, 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.

[0068] 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. 5, 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.

[0069] 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 reservation 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 reservation stored first 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).

[0070] <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.

[0071] Then, based on the result of this normal winning judgment, the normal pattern is displayed variably and then stopped. As shown in FIG. 5, 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 2000 in which the left LED of the two LEDs is turned on, a normal winning pattern 2001 in which the right LED is turned on, and a normal losing pattern 2002 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 the normal winning symbol 2000 or 2001, and if the result of the normal winning judgment is a normal missing, the normal symbol is displayed as the normal missing symbol 2002. 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.

[0072] The "non-electric support state" and "electric support state (first electric support state, second electric support state)" described above using Figure 6 are set by varying the probability of being determined to be a "normal hit" in the normal hit judgment (also referred to as the "normal hit probability" in this specification), the mode of the variable display of the normal pattern, and the mode of play when the normal pattern is hit.

[0073] In other words, in the "non-electric support state", the "probability of hitting a normal symbol" is low (the probability of hitting a normal symbol is about 1 in 100), a long time is likely to be selected as the "variation time of the normal symbol" (either 1000 ms, 2000 ms, or 3000 ms is selected equally), and the "time during which the second starting hole 25 is in an open state during a normal hit game" is likely to be short (it is in an open state only 16 ms x 1 time). Therefore, in the "non-electric support state", the game ball cannot enter the second starting hole 25 even if you hit it from the right.

[0074] On the other hand, in the "electric support state (first electric support state, second electric support state)", in order to make the "second starting hole opening time" longer than in the "non-electric support state", some or all of the following are adopted: (a) a configuration in which the "normal symbol hit probability" is higher than in the "non-electric support state", (b) a configuration in which a "normal symbol fluctuation time" shorter than in the "non-electric support state" is likely to be selected, and (c) a configuration in which the "time during which the second starting hole 25 is open during normal symbol hit play" is likely to be longer than in the "non-electric support state".

[0075] In more detail, in the "first electric support state", although the "second starting hole opening time" is likely to be longer than in the "non-electric support state", some of the above three configurations (a) to (c) are adopted to the extent that the game ball cannot enter the second starting hole 25 even when hit from the right.

[0076] For example, in the "first electric support state", among the above three configurations (a) to (c), the configuration (a) in which the "normal symbol hit probability" is higher than the "non-electric support state" is adopted. In other words, the "normal symbol fluctuation time" and the "time during which the second starting hole 25 is open during a normal symbol hit game" are the same as in the "non-electric support state", but the "normal symbol hit probability" is set to about 2 / 100, which is higher than the "non-electric support state".

[0077] Alternatively, in the "first electric support state", among the above three configurations (a) to (c), (b) a configuration in which a shorter time than the "non-electric support state" is likely to be selected as the "variation time of the normal symbol" is adopted. In other words, the "normal symbol hit probability" and the "time during which the second starting hole 25 is in an open state during a normal symbol hit game" are the same as in the "non-electric support state", but the "variation time of the normal symbol" is made to be shorter than that in the "non-electric support state" (1000 ms, 1252 ms, or 1500 ms are selected equally).

[0078] Alternatively, in the "first electric support state", among the above three configurations (a) to (c), the configuration (c) in which the "time during which the second starting hole 25 is in an open state during normal play" is likely to be longer than in the "non-electric support state" is adopted. In other words, the "normal win probability" and the "normal pattern fluctuation time" are the same as in the "non-electric support state", but the "time during which the second starting hole 25 is in an open state during normal play" is set to "16 ms x 2 times", which is longer than in the "non-electric support state".

[0079] On the other hand, in the "second electric support state", the "second start hole opening time" is likely to be longer than the "first electric support state", and all of the above configurations (a) to (c) are adopted so that the game ball can be put into the second start hole 25 by hitting the right side. For example, the "normal pattern hit probability" is about 99 / 100 (a higher probability than not only the non-electric support state but also the first electric support state), a short time is likely to be selected as the normal pattern fluctuation time (1000 ms, 1252 ms, or 1500 ms is selected evenly), and the "time during which the second start hole 25 is in an open state during a normal pattern hit game" is 840 ms x 2 times (a longer time than not only the non-electric support state but also the first electric support state).

[0080] <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.

[0081] 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.

[0082] FIG. 7(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.

[0083] 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 special chart is displayed as a jackpot pattern and 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."

[0084] 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.

[0085] 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.

[0086] Therefore, for example, as shown in FIG. 7(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."

[0087] In this way, two decorative symbols (all but one of the multiple decorative symbols) are displayed in a stopped state that may result in a "double number" and the final decorative symbol is displayed in a variable manner. This is called a "reach effect", and it is possible to increase the interest in the game by generating this reach effect. The variable display of the decorative symbols 41a, 41b, and 41c can also be considered as a "decorative symbol variation".

[0088] In addition, a first reserved display area 41d for indicating the reserved number of first special charts and a second reserved display area 41e for indicating the reserved number of second special charts are set at the bottom of the display screen of the performance display device 41. In the pachinko machine 1 of this embodiment, the first reserved number of special charts (maximum number is 4) is indicated by displaying the same number of "reserved patterns (small circular patterns in the figure)" as the reserved number of first special charts in the first reserved display area 41d, and the second reserved number of special charts is indicated by displaying the same number of "reserved patterns" as the reserved number of second special charts (maximum number is 4) in the second reserved display area 41e. In the example shown in FIG. 7, it is indicated that the reserved number of first special charts is 4 and the reserved number of second special charts is also 0.

[0089] Also, naturally, the number of reserved balls indicated by the reserved pattern displayed on the display screen of the performance display device 41 coincides with the number of reserved balls indicated in the first special pattern reserved display section 53 and the second special pattern reserved display section 54 of the segment display unit 50.

[0090] C. Game control processing: 8 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.

[0091] <Output processing> As shown in Fig. 8, 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).

[0092] <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).

[0093] <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".

[0094] 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.

[0095] <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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] <Normal operation process> The CPU 201 of the main control board 200 then performs a normal operation process (S500). In this normal operation process (S500), a process is performed to display the normal symbols in a variable manner and to play a normal symbol winning game. That is, the CPU 201 of the main control board 200 first judges whether or not a normal symbol winning judgment random number has been stored in the above-mentioned start port sensor detection process (S400). As a result, if a normal symbol winning judgment random number has been stored, the stored normal symbol winning judgment random number is read out and a normal symbol winning judgment is performed based on the normal symbol winning judgment random number. The "normal symbol winning probability" in this normal symbol winning judgment is a probability corresponding to the game state. For example, the "normal symbol winning probability" is about 1 in 100 during the "non-electric support state", about 2 in 100 during the "first electric support state", and about 99 in 100 during the "second electric support state".

[0102] After the normal winning judgment is performed, it is judged whether the result of the normal winning judgment is a normal winning. If the result of the normal winning judgment is a normal winning, the 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 2000 is determined as the stop pattern, the left LED (see FIG. 5) 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 2001 is determined as the stop pattern, the right LED (see FIG. 5) 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 2002 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 display of the normal pattern change, the two LEDs on the left and right of the normal pattern display section 56 (see Figure 5) will be lit.

[0103] 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. This "normal pattern change time" is set to a time corresponding to the game state. For example, the "normal pattern change time" is set to 1000 ms, 2000 ms, or 3000 ms if in the "non-electric support state" or "first electric support state", and is set to 1000 ms, 1252 ms, or 1500 ms if in the electric support state. After setting the normal pattern change time in this way, 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.

[0104] The above describes the processing when the normal pattern is not being played, the normal pattern is not being changed, or 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 2000 is to be displayed, the left LED of the normal pattern display unit 56 is turned on (the normal pattern hit 2000 is displayed), and when the normal pattern hit 2001 is to be displayed, the right LED of the normal pattern display unit 56 is turned on (the normal pattern hit 2001 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 2002 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.

[0105] 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.

[0106] This opening pattern corresponds to the game state. For example, this opening pattern is an opening pattern in which the second starting hole 25 is opened only once for 16 ms during the "non-electric support state", an opening pattern in which the second starting hole 25 is opened only twice for 16 ms during the "first electric support state", and an opening pattern in which the second starting hole 25 is opened only twice for 840 ms during the "second electric support state". After setting the opening pattern in this way, start playing the normal winning game.

[0107] 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).

[0108] <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).

[0109] 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".

[0110] 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".

[0111] 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.

[0112] 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 1 in 20.

[0113] Then, 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. 6, 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.

[0114] Also, 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. 6, 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.

[0115] On the other hand, when the result of the jackpot determination is "miss", if the reserved special symbol read this time is the second reserved special symbol, the missing symbol 1301 is selected as the symbol to be stopped and displayed. On the other hand, if the reserved special symbol read this time is the first reserved special symbol, the type of missing symbol to be stopped and displayed in the variable display of the special symbol (variable symbol game) is selected based on the symbol selection random number included in the first reserved special symbol read this time. That is, in the pachinko machine 1 of this embodiment, the missing symbols 1001 to 1300 can be stopped and displayed as the first special symbol. Therefore, by referring to the missing symbol selection table in which the symbol selection random numbers are assigned to the missing symbols 1001 to 1300, the missing symbol corresponding to the symbol selection random number read as the first reserved special symbol is selected as the symbol to be stopped and displayed. The missing symbol selection table is pre-stored in the ROM 202 of the main control board 200.

[0116] After selecting the symbol to be displayed in this way, the variation pattern of the special symbol variation display (symbol variation game) is selected. The variation pattern is the time (variation time) from when the special symbol (first special symbol or second special symbol) starts to vary until it is displayed in a stopped state, and each variation pattern is assigned information (variation pattern ID) for distinguishing it from other variation patterns. The process of selecting a variation pattern refers to a variation pattern selection table. As shown in FIG. 9, the variation pattern selection table is a table in which variation pattern selection random numbers are assigned to multiple variation patterns (variation pattern ID, variation time). In the process of selecting a variation pattern, such a variation pattern selection table is referred to, and the variation pattern corresponding to the variation pattern selection random number read this time as the first special symbol reserved or the second special symbol reserved is determined as the current variation pattern. Therefore, the probability that each variation pattern is selected is determined by the proportion of random numbers assigned to each variation pattern among the obtainable variation pattern selection random numbers.

[0117] 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.

[0118] 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. 10, 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. 6) 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.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] 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).

[0123] 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.

[0124] As a result, if the special symbol displayed as stopped is a losing symbol, the opening pattern (number of openings, opening time, closing time, etc.) of the small winning hole 35 in the small winning game is set in response to the small winning symbol being displayed as stopped. In the pachinko machine 1 of this embodiment, the small winning hole 35 is in an open state for 1.6 seconds during the small winning game, so such an opening pattern of the small winning hole 35 is set. After the opening pattern of the small winning hole 35 is set in this way, the small winning game is started. Then, a small winning game start command indicating the start of the small winning game is stored in the output buffer of the RAM 203. The small winning game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0125] 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 large prize opening 28 in one type is set. As described above with reference to FIG. 6, 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 large prize opening 28 is set in accordance with the type of jackpot symbol displayed as stopped. After the opening pattern of the large prize opening 28 is set in this way, one type is started. Then, a jackpot game start command indicating the start of one type is stored in the output buffer of the RAM 203. This jackpot game start command also includes information indicating the type of one type to be started this time (see FIG. 6). The jackpot game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0126] 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).

[0127] 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. 6). 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).

[0128] 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).

[0129] 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 "non-electric support state" or "second electric support state" according to the type of the big prize game (see FIG. 6). 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).

[0130] On the other hand, if the special symbol stopped and displayed is a losing symbol, naturally, neither the small win game nor the big win game is executed.

[0131] <Pending number processing> The CPU 201 of the main control board 200 then performs reserved number processing (S700). In this reserved number processing (S700), the number of reserved first special charts stored in the first special chart reserved storage area and the number of reserved second special charts stored in the second special chart reserved storage area are read out, and a reserved number transmission command indicating these numbers is stored in the output buffer of the RAM 203. The reserved number transmission command thus stored in the output buffer is also transmitted to the sub-control board 220 in the next output processing (S100). In this way, the sub-control board 220 can execute various effects based on these numbers, such as displaying reserved patterns corresponding to the number of reserved first special charts and the number of reserved second special charts on the effect display device 41.

[0132] In addition, the "CPU 201 of the main control board 200" which can execute the "first special symbol change" and "identification information change" which are the change display of the first special symbol (first special symbol, identification information) and can execute the "second special symbol change" and "identification information change" which are the change display of the second special symbol (second special symbol, identification information) can be regarded as a "special symbol change means" and an "identification information change means", and the "CPU 201 of the main control board 200" which executes the big win game (win game) can be regarded as a "big win game execution means" and a "win game execution means". In addition, the "CPU 201 of the main control board 200" which executes the small win game (win game) can be regarded as a "small win game execution means" and a "win game execution means", the small winning hole 35 can be regarded as a "variable ball entry hole", and the specific hole 38 can be regarded as a "specific area". In addition, the "CPU 201 of the main control board 200" that sets the "non-electric support state," "first electric support state," and "second electric support state" can also be considered as a "game state setting means."

[0133] D. Performance control processing: 11 is a flowchart showing the performance control process for controlling the 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.

[0134] 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.

[0135] 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.

[0136] 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."

[0137] FIG. 12 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. 12, when the CPU 221 of the sub-control board 220 receives a pre-determination result command, it 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, or sets the mode of the reserved pattern displayed in the first reserved display area 41d or the second reserved display area 41e of the performance display device 41 to a mode corresponding to the pre-determination result. Note that the pre-determination performance does not need to be performed all the time when the pre-determination result command is received, and may be performed when a predetermined condition is met (for example, when a predetermined execution lottery is won).

[0138] Also, when the CPU 221 of the sub-control board 220 receives the reserved number transmission command, it displays the reserved patterns of 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 the "non-electric support state" and "first electric support state" where left hitting is performed, that is, in the game state where the variable display of the first special chart (storage of the first special chart reserved) is exclusively performed, the first special chart reserved number may be displayed, and in the "second electric support state" where right hitting is performed, that is, in the game state where the variable display of the second special chart (storage of the second special chart reserved) is performed, the second special chart reserved number may be displayed.

[0139] 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).

[0140] 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.

[0141] 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.

[0142] Also, as shown in FIG. 12, 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.

[0143] 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, it executes a fanfare presentation indicating the start of the jackpot game, and starts displaying a video (so-called movie) indicating that a jackpot game is being played. It also executes a presentation suggesting the number of rounds of the started jackpot game, and a presentation suggesting the game state (non-electric support state or second electric support state) that will be set after the started jackpot game ends. In the pachinko machine 1 of this embodiment, as such a jackpot game presentation, it is possible to execute a plurality of jackpot game presentations having different modes (for example, videos to be displayed, etc.) from each other, and which jackpot game presentation is executed is determined according to a predetermined lottery result or the type of jackpot game.

[0144] 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.

[0145] Furthermore, when the CPU 221 of the sub-control board 220 receives a game state designation command, it starts a performance corresponding to the set game state. For example, it executes a performance in which the decorative patterns 41a, 41b, and 41c and their background images are changed to a form (such as a color or a shape) corresponding to the game state.

[0146] E. Game state transition: Here, in the pachinko machine 1 of this embodiment, as described above with reference to FIG. 6, if "6R non-electric support per type", "10R non-electric support per type", "10R non-electric support per type" or "10R non-electric support per type two" (collectively referred to as "non-electric support per type" when not distinguished in this specification) is performed, the "non-electric support state" is set, and if "6R electric support per type", "10R electric support per type", "10R electric support per type two" (collectively referred to as "electric support per type" when not distinguished in this specification) is performed, the "second electric support state" is set. In addition to this, in the pachinko machine 1 of this embodiment, the game state may be set (transitioned) by performing the following processes.

[0147] E-1. First electric support transition process: 13 shows a flowchart showing the "first electric support transition process." This process is a process for transitioning the game state from the "first electric support state" to the "non-electric support state," and is executed by the CPU 201 of the main control board 200 as part of the "special action process (S600 in FIG. 8)."

[0148] When the CPU 201 of the main control board 200 starts the "first electric support transition process", it first judges whether the "first electric support state" is being set (S1100). If the "first electric support state" is being set (S1100: yes), it judges whether the timing of the variable display of the special pattern (first special pattern or second special pattern) has ended (S1102).

[0149] As a result, if it is the timing when the variable display of the special symbol has ended (S1102: yes), it is determined whether or not the "missing symbol" has been displayed as a static display in the variable display of the special symbol that has now ended (S1104). As a result, if the "missing symbol" has been displayed as a static display in the variable display of the special symbol that has now ended (S1104: yes), the "first number of times of stuck wins" is incremented by "1" (S1106). The "first number of times of stuck wins" is the "number of times that the "variable display of the special symbol in which a missing symbol has been displayed as a static display" that has been executed in the "first electric support state" after the "first electric support state" has been set". The process of S1106 is a process of counting this "first number of stuck wins".

[0150] Then, when the "missing pattern" is stopped and displayed in the variable display of the special pattern that has now ended, that is, when the "first number of times of stuck wins" is incremented by "1" (S1106), it is determined whether the "first number of times of stuck wins" has reached the "first ceiling number" (S1108). In the pachinko machine 1 of this embodiment, one of a plurality of types (100 times, 300 times, 500 times) is set as the "first ceiling number of times" when the "first electric support state" is set. Therefore, in the determination process of S1108, it is determined whether the "first number of times of stuck wins" has reached 100 times, or whether the "first number of times of stuck wins" has reached 300 times, or whether the "first number of times of stuck wins" has reached 500 times. The process of setting the "first ceiling number of times" when the "first electric support state" is set will be described later.

[0151] As a result of the judgment process of S1108, if the "first number of times of stuck play" reaches the "first ceiling number of times (100 times, 300 times, 500 times)" (S1108: yes), the "first electric support state" is replaced with the "non-electric support state" (S1110).

[0152] As described above, in the pachinko machine 1 of this embodiment, in the "first electric support state," when the "first stuck number of times" reaches the "first ceiling number of times (100 times, 300 times, 500 times)," the "non-electric support state" is set in place of the "first electric support state."

[0153] E-2. Transition process during non-electric support: 14 shows a flowchart of the "non-electric support transition process." This process is a process for transitioning the game state from the "non-electric support state" to the "first electric support state" or the "second electric support state," and is executed by the CPU 201 of the main control board 200 as part of the "special operation process (S600 in FIG. 8)."

[0154] When the CPU 201 of the main control board 200 starts the "non-electric support transition process", it first judges whether or not the "non-electric support state" is being set (S1200). If the "non-electric support state" is being set (S1200: yes), it judges whether or not the timing of the variable display of the special pattern (first special pattern or second special pattern) has ended (S1202).

[0155] As a result, if it is the timing when the variable display of the special symbol has ended (S1202: yes), it is determined whether or not the "missing symbol" has been stopped in the variable display of the special symbol that has ended this time (S1204). As a result, if the "missing symbol" has been stopped in the variable display of the special symbol that has ended this time (S1204: yes), it is determined whether or not the "missing symbol" is the "first electric support symbol" (S1206).

[0156] Here, in the pachinko machine 1 of this embodiment, it is possible to stop and display the first special symbol with the "missing symbols 1001-1300". And, as shown in Fig. 15, among these "missing symbols 1001-1300", "missing symbols 1001-1003 (missing symbols with a probability of 1 in 100)" are set as "first electric support symbols", and "missing symbol 1004 (missing symbols with a probability of 1 in 300)" is set as "second electric support symbols".

[0157] In the judgment process of S1206, it is judged whether the "missing symbol" displayed in the currently ended special symbol variation display is the "first electric support symbol (missing symbol 1001-1003)". As a result, if the "missing symbol" displayed in the currently ended special symbol variation display is the "first electric support symbol (missing symbol 1001-1003)" (S1206: yes), the "first electric support state" is set instead of the "non-electric support state" (S1208).

[0158] At this time, the "first ceiling number of times" is set in accordance with the type of "losing symbol" stopped and displayed as the "first electric support symbol" (S1210). In detail, when the "losing symbol 1001" is stopped and displayed, the "first ceiling number of times" is set to "100 times", when the "losing symbol 1002" is stopped and displayed as the "first electric support symbol", the "first ceiling number of times" is set to "300 times", and when the "losing symbol 1003" is stopped and displayed as the "first electric support symbol", the "first ceiling number of times" is set to "500 times".

[0159] In this way, in the pachinko machine 1 of this embodiment, when the "first electric support pattern (missing patterns 1001 to 1003)" is displayed stopped in the changing display of the special pattern (changing display of the first special pattern) in the "non-electric support state", the "first electric support state" is set in place of the "non-electric support state".

[0160] Here, as described above with reference to FIG. 13, in the pachinko machine 1 of this embodiment, in the "first electric support state", when the "first number of times of stuck" reaches the "first ceiling number", the "non-electric support state" is set in place of the "first electric support state". Therefore, when the "first electric support state" is set by stopping and displaying the "missing pattern 1001" as the "first electric support pattern", when the "first number of times of stuck" reaches "100 times", the "non-electric support state" is set in place of the "first electric support state". Also, when the "first electric support state" is set by stopping and displaying the "missing pattern 1002" as the "first electric support pattern", when the "first number of times of stuck" reaches "300 times", the "non-electric support state" is set in place of the "first electric support state". In addition, in the case where the "first electric support state" is set by stopping and displaying the "miss pattern 1003" as the "first electric support pattern", when the "first number of stuck wins" reaches "500 times", the "non-electric support state" will be set in place of the "first electric support state".

[0161] The above has been explained for the case where the "missing symbol" displayed in the currently ended special symbol variation display is the "first electric support symbol (missing symbol 1001-1003)" (S1206: yes). On the other hand, if the judgment process of S1206 judges that the "missing symbol" displayed in the currently ended special symbol variation display is not the "first electric support symbol (missing symbol 1001-1003)" (S1206: no), then it is judged whether the "missing symbol" displayed in the currently ended special symbol variation display is the "second electric support symbol (missing symbol 1004)" (S1212).

[0162] As a result, if the "missing pattern" displayed in the changing display of the special pattern that has now ended is the "second electric support pattern (missing pattern 1004)" (S1212: yes), the "second electric support state" is set instead of the "non-electric support state" (S1208).

[0163] In this way, in the pachinko machine 1 of this embodiment, when the "second electric support pattern (missing pattern 1004)" is displayed as stopped in the changing display of the special pattern (changing display of the first special pattern) in the "non-electric support state", the "second electric support state" is set in place of the "non-electric support state".

[0164] On the other hand, if the "losing symbol" stopped and displayed in the variable display of the special symbol that has now ended is neither the "first electric support symbol (losing symbol 1001-1003)" nor the "second electric support symbol (losing symbol 1004)" (S1212: no), the "second number of times of stuck" is incremented by "1" (S1216). The "second number of times of stuck" is the "number of times of "variable display of special symbol in which a missing symbol (losing symbol 1005-1300 which is neither the first electric support symbol nor the second electric support symbol) is stopped and displayed" that is executed in the "non-electric support state" after the "non-electric support state" is set". The process of S1216 is a process of counting this "second number of stuck".

[0165] Then, when the "missing pattern that is neither the first electric support pattern nor the second electric support pattern" is displayed in the variable display of the special pattern that has ended this time, that is, when the "second number of times of stuck hits" is incremented by "1" (S1216), it is determined whether or not the "second number of times of stuck hits" has reached the "second ceiling number of times" (S1218). In the pachinko machine 1 of this embodiment, the "second ceiling number of times" is set to 900 times. Therefore, in the determination process of S1218, it is determined whether or not the "second number of times of stuck hits" has reached 900 times.

[0166] As a result, if the "second stuck count" reaches the "second ceiling count (900 times)" (S1218: yes), the "non-electric support state" is replaced with the "second electric support state" (S1220).

[0167] In this manner, in the pachinko machine 1 of this embodiment, when the "non-electric support state" is set, when the "second stuck number of times" reaches the "second ceiling number of times (900 times)", the "second electric support state" is set in place of the "non-electric support state".

[0168] E-3. Transition process during the second electric support: 16 shows a flowchart showing the "second electric support transition process." This process is a process for transitioning the game state from the "second electric support state" to the "non-electric support state," and is executed by the CPU 201 of the main control board 200 as part of the "special operation process (S600 in FIG. 8)."

[0169] When the CPU 201 of the main control board 200 starts the "second electric support transition process", it first judges whether the "second electric support state" is being set (S1300). If the "second electric support state" is being set (S1300: yes), it judges whether the timing of the variable display of the special pattern (first special pattern or second special pattern) has ended (S1302).

[0170] As a result, if it is the timing when the variable display of the special symbol has ended (S1302: yes), it is determined whether or not the "missing symbol" has been displayed in the variable display of the special symbol that has now ended (S1304). As a result, if the "missing symbol" has been displayed in the variable display of the special symbol that has now ended (S1304: yes), the "third number of times of stuck wins" is incremented by "1" (S1306). The "third number of times of stuck wins" is the "number of times that the "variable display of the special symbol in which a missing symbol has been displayed in a stopped state" that has been executed in the "second electric support state" after the "second electric support state" has been set". The process of S1306 is a process of counting this "third number of stuck wins".

[0171] Then, when the "missing symbol" is displayed in the variable display of the special symbol that has now ended, that is, when the "third number of times of losing" is incremented by "1" (S1306), it is determined whether the "third number of times of losing" has reached the "third ceiling number of times" (S1308). In the pachinko machine 1 of this embodiment, the "third ceiling number of times" is set to 100 times. Therefore, in the determination process of S1308, it is determined whether the "third number of times of losing" has reached 100 times.

[0172] As a result, if the "third stuck count" reaches the "third ceiling count (100 times)" (S1308: yes), the "non-electric support state" is set instead of the "second electric support state" (S1310).

[0173] In this way, in the pachinko machine 1 of this embodiment, when the "second electric support state" is set, when the "third stuck number of times" reaches the "third ceiling number of times (100 times)", the "non-electric support state" is set in place of the "second electric support state". However, in the "second electric support state", when the variable display of the second special chart is performed, a small hit game (two types of hit) is performed with a probability of 1 in 20 (the big hit judgment for the second special chart is judged to be a small hit with a probability of 1 in 20), so in most cases, the big hit game (two types of hit) starts before the "third stuck number of times" reaches the "third ceiling number of times (100 times)" (before the non-electric support state is set).

[0174] E-4. Summary: Fig. 17 conceptually shows how the game state transitions in the pachinko machine 1 of this embodiment. As shown in Fig. 17, in the pachinko machine 1 of this embodiment, when it is initialized (so-called RAM cleared) or when a "non-electric support hit" is made, the "non-electric support state" is set as the game state. The "non-electric support state" is a game state in which the first special chart is displayed in a variable manner by hitting from the left, aiming for a type 1 hit (there is a possibility of a type 1 hit).

[0175] In addition, when the "first electric support pattern (missing patterns 1001 to 1003)" is displayed stopped in the special pattern changing display (first special pattern changing display) in the "non-electric support state", the "first electric support state" is set in place of the "non-electric support state".

[0176] In addition, when the "second electric support pattern (missing pattern 1004)" is displayed as a stopped pattern in the changing display of the special pattern (changing display of the first special pattern) in the "non-electric support state", the "second electric support state" is set in place of the "non-electric support state".

[0177] In addition, if the "non-electric support state" is set, when the "second number of times of stuck wins" reaches the "second ceiling number of times (900 times)", the "second electric support state" is set in place of the "non-electric support state".

[0178] In addition, in the pachinko machine 1 of this embodiment, the "first electric support state" is also a game state in which the first special chart is displayed in a variable manner by hitting from the left, aiming for a hit of one type (where there is a possibility of a hit of one type being achieved).

[0179] This "first electric support state" is a game state that is set when the "first electric support pattern (missing pattern 1001-1003)" is displayed stopped in the special pattern changing display (first special pattern changing display) in the "non-electric support state".

[0180] In the "first electric support state", when the "first number of times of stuck wins" reaches the "first ceiling number of times (100 times, 300 times, 500 times)", the "first electric support state" is replaced by a "non-electric support state".

[0181] On the other hand, in the pachinko machine 1 of this embodiment, the "second electric support state" is a game state in which the second special chart is displayed in a variable manner by hitting to the right, aiming for a one-type hit or a two-type hit (there is a possibility of a one-type hit or a two-type hit).

[0182] This "second electric support state" is a game state that is set when an "electric support hit" is made, when the "second electric support pattern (miss pattern 1004)" is displayed as a stopped pattern in the special pattern changing display (first special pattern changing display) in the "non-electric support state", and when the "second stuck count" reaches the "second ceiling count (900 times)".

[0183] In addition, when the "second electric support state" is set, when the "third stuck number of times" reaches the "third ceiling number of times (100 times)", the "non-electric support state" is set in place of the "second electric support state". However, in most cases, the big win game (two types of win) starts before the "third stuck number of times" reaches the "third ceiling number of times (100 times)" (before the non-electric support state is set), so it is not shown in FIG. 17.

[0184] As described above, in the pachinko machine 1 of this embodiment, a "non-electric support state" can be set, and as an "electric support state", a "first electric support state" and a "second electric support state" can be set. Among these, the "second electric support state" is the game state in which a jackpot game is most likely to be played. That is, since the "second electric support state" is a state in which a right hit is performed (the game ball is launched so as to flow down the second area), the variable display of the second special chart is exclusively performed. And, when the variable display of the second special chart is performed, a "jackpot game based on the stop display of the jackpot pattern (one type hit)" may be performed, or a "jackpot game based on the stop display of the small jackpot pattern (two types hit)" may be performed.

[0185] Also, since the "non-electric support state" is a state in which the ball is hit from the left (the game ball is launched so that it flows down the first area), the variable display of the first special symbol is exclusively performed. When the variable display of the first special symbol is performed, a one-type hit may occur, but a two-type hit will not occur. However, in the "non-electric support state", if the "second electric support symbol" is displayed as a "miss symbol" in the variable display of the first special symbol, the above-mentioned "second electric support state", that is, the game state in which a jackpot game is most likely to occur, is set.

[0186] In addition, the "first electric support state" is also a state in which the ball is hit from the left (the game ball is launched so that it flows down the first area) like the "non-electric support state", so the variable display of the first special symbol is exclusively performed. For this reason, like the "non-electric support state", "one type hit" may be performed, but "two types hit" is not performed. However, in the "first electric support state", unlike the "non-electric support state", if the "missing symbol" is displayed in the variable display of the first special symbol, the above-mentioned second electric support state, that is, the game state in which the jackpot game is most likely to be played, is not set, regardless of the type of the "missing symbol" (even if the second electric support symbol is displayed).

[0187] For these reasons, in the pachinko machine 1 of this embodiment, the possibility of winning a jackpot game is highest in the "second electric support state," next highest in the "non-electric support state," and lowest in the "first electric support state." For this reason, while it would be natural for a player to expect the "electric support state" to be set rather than the "non-electric support state" in the past, the pachinko machine 1 of this embodiment can realize a novel gameplay in which the player is made to expect the "non-electric support state" to be set rather than the "first electric support state," which is one of the "electric support states," and it is possible to increase interest in the game.

[0188] In addition, in the pachinko machine 1 of this embodiment, when the "first number of times of stuck hits" reaches the "first ceiling number of times" in the "first electric support state", the "first electric support state" ends and the "non-electric support state" is set. Here, as described above, the "non-electric support state" is a game state in which the possibility of a jackpot game being played is higher than in the "first electric support state". For this reason, while it would be natural for a player to expect that the "electric support state" would not end in the past, in the pachinko machine 1 of this embodiment, in the "first electric support state", a novel gameplay can be realized in which the player expects that the "first number of times of stuck hits" reaches the "first ceiling number of times" and the "first electric support state (one of the electric support states)" ends, and it is possible to increase the interest in the game.

[0189] In addition, in the pachinko machine 1 of this embodiment, when the "second number of times of getting stuck" reaches the "second ceiling number of times" in the "non-electric support state", the "non-electric support state" ends and the "second electric support state" is set. Here, as described above, the "second electric support state" is a game state in which the possibility of a jackpot game being played is higher than in the "non-electric support state". Therefore, in the "non-electric support state", it is possible to make the player expect that the "second number of times of getting stuck" will reach the "second ceiling number of times", which makes it possible to increase the interest in the game.

[0190] In addition, in the pachinko machine 1 of this embodiment, when the "first number of times of stuck" reaches the "first ceiling number of times" in the "first electric support state", the "first electric support state" ends and the "non-electric support state" is set. Then, after the "non-electric support state" is set in this way, when the "second number of times of stuck" reaches the "second ceiling number of times", the "non-electric support state" ends and the "second electric support state" is set. In other words, if the "number of times that a losing pattern is stopped and displayed in the variable display of the first special chart" is accumulated after the "first electric support state" is set, the "non-electric support state" in which the possibility of a jackpot game being played is higher than the "first electric support state" is set, and then the "second electric support state" in which the possibility of a jackpot game being played is higher than the "non-electric support state" is set. Therefore, by accumulating the number of times that a losing symbol is displayed in the variable display of the first special chart, the possibility of hitting a jackpot increases step by step, which realizes a novel gameplay and increases interest in the game.

[0191] In addition, in the pachinko machine 1 of this embodiment, in the "non-electric support state", if the "first electric support pattern" is stopped and displayed in the variable display of the first special chart, a "first electric support state" is set in which the possibility of a jackpot game being played is lower than in the "non-electric support state", and if the "second electric support pattern" is stopped and displayed in the variable display of the first special chart, a "second electric support state" is set in which the possibility of a jackpot game being played is higher than in the "non-electric support state". Therefore, in the "non-electric support state", depending on which of the "first electric support pattern" and the "second electric support pattern" is stopped and displayed in the variable display of the first special chart, it is possible to realize a novel gameplay in which the possibility of a jackpot game being played is determined to be lower than the current game state or higher than the current game state, and it is possible to increase the interest in the game.

[0192] In addition, in the pachinko machine 1 of this embodiment, in the "first electric support state", when the "first number of times of losing" reaches "100 times", the "non-electric support state" is set, when the "first number of times of losing" reaches "300 times", or when the "non-electric support state" is set when the "first number of times of losing" reaches "500 times" (multiple types can be set as the first ceiling number). Therefore, in the "first electric support state", it is expected that the "non-electric support state" in which the possibility of playing a jackpot is higher than in the "first electric support state" is set, and this timing (the timing when the non-electric support state is set) can be diversified, making it possible to increase interest in the game.

[0193] F. Effects related to game state transition: In the pachinko machine 1 of this embodiment, when the game state transitions as described above, the following types of effects can be executed as effects related to the transition of the game state. Of course, such effects are also executed by the CPU 221 of the sub-control board 220.

[0194] F-1. Rendition of the first aspect: As described above, in the pachinko machine 1 of this embodiment, the possibility of winning the jackpot game is highest in the "second electric support state", next highest in the "non-electric support state", and lowest in the "first electric support state". For this reason, while it would be natural for a player to expect the "electric support state" to be set rather than the "non-electric support state" in the past, the pachinko machine 1 of this embodiment can realize a novel gameplay in which the player is made to expect the "non-electric support state" to be set rather than the "first electric support state", which is one of the "electric support states", and it is possible to increase the interest in the game.

[0195] Therefore, in the pachinko machine 1 of this embodiment, during the setting of the "non-electric support state", it is possible to execute an "advantage suggestion effect" that suggests that the state is more advantageous than the "first electric support state". As this "advantage suggestion effect", for example, an effect is executed in which an image that is not displayed during the setting of the "first electric support state" (such as an image showing the words "chance zone", an image showing a specific character, or a background image different from that during the setting of the first electric support state) is displayed on the display screen of the effect display device 41.

[0196] When such an "advantage suggestion effect" is executed, even if the "non-electric support state" is set, it is suggested that the "non-electric support state" is more advantageous than the "first electric support state", which is one of the "electric support states". This can give the player a sense of surprise and increase the interest in the game.

[0197] F-2. Rendition of the second aspect: Also, as described above, in the pachinko machine 1 of this embodiment, when the "first number of times of stuck hits" reaches the "first ceiling number of times" in the "first electric support state", the "first electric support state" ends and the "non-electric support state" is set. Then, after the "non-electric support state" is set in this way, when the "second number of times of stuck hits" reaches the "second ceiling number of times", the "non-electric support state" ends and the "second electric support state" is set. In other words, after the "first electric support state" is set, if the "number of times a losing pattern is stopped and displayed in the variable display of the first special chart" is accumulated, the "non-electric support state" in which the possibility of a jackpot game being played is higher than the "first electric support state" is set, and then the "second electric support state" in which the possibility of a jackpot game being played is higher than the "non-electric support state" is set. Therefore, by accumulating the number of times that a losing symbol is displayed in the variable display of the first special chart, the possibility of hitting a jackpot increases step by step, which realizes a novel gameplay and increases interest in the game.

[0198] Therefore, as shown in FIG. 18(a), in the pachinko machine 1 of this embodiment, while the "first electric support state" is set, a presentation may be executed that displays (suggests) the "number of times obtained by subtracting the current "first stuck number" from the "first ceiling number," in other words, the "number of times that the "variable display of the special pattern (first special pattern) in which a losing pattern is stopped and displayed" required until the "first stuck number" reaches the "first ceiling number."

[0199] In this specification, the number obtained by subtracting the current "first stuck number" from the "first ceiling number", in other words, the number of times "the variable display of the special symbol (first special symbol) in which the losing symbol is stopped and displayed" required until the "first stuck number" reaches the "first ceiling number" is also expressed as the "first remaining number". In addition, the effect that suggests this "first remaining number" is also called the "first remaining number suggestion effect".

[0200] When performing such a "first remaining number indication effect," it is possible to make the player aware of the timing when the "non-electric support state" is set in the "first electric support state," thereby making it possible to increase interest in the game.

[0201] Also, as shown in FIG. 18(a), in the pachinko machine 1 of this embodiment, while the "non-electric support state" is set, a presentation may be executed that displays (suggests) the "number of times obtained by subtracting the current "second stuck number" from the "second ceiling number," in other words, the "number of times that the "variable display of the special pattern (first special pattern) in which a losing pattern is stopped and displayed" required until the "second stuck number" reaches the "second ceiling number."

[0202] In this specification, the number obtained by subtracting the current "second stuck number" from the "second ceiling number", in other words, the number of times "the variable display of the special symbol (first special symbol) in which the losing symbol is stopped and displayed" required until the "second stuck number" reaches the "second ceiling number" is also expressed as the "second remaining number". In addition, the effect that suggests this "second remaining number" is also called the "second remaining number suggestion effect".

[0203] When performing such a "second remaining number indication effect," it is possible to make the player aware of the timing when the "second electric support state" will be set in the "non-electric support state," thereby making it possible to increase interest in the game.

[0204] In addition, of the above-mentioned "first remaining number suggestion effect" and "second remaining number suggestion effect", only one of them may be executed, or both may be executed.

[0205] F-3. Rendition of the third aspect: Also, as shown in FIG. 18(b), in the pachinko machine 1 of this embodiment, while the "non-electric support state" is set, a presentation may be executed that displays (suggests) the total number of times obtained by subtracting the current "first stuck number" from the "first ceiling number" (first remaining number) and the "second ceiling number", in other words, the number of times that the "changing display of the special pattern (first special pattern) in which a losing pattern is stopped and displayed" required until the "first stuck number" reaches the "first ceiling number" and the "second stuck number" reaches the "second ceiling number".

[0206] In this specification, the total number of times is expressed as "the number of times (first remaining number) obtained by subtracting the current "first stuck number" from the "first ceiling number" and the "second ceiling number", in other words, the number of times "the variable display of the special symbol (first special symbol) in which the losing symbol is stopped and displayed" required until the "first stuck number" reaches the "first ceiling number" and the "second stuck number" reaches the "second ceiling number". In addition, the effect that suggests this "total remaining number" is also called the "total remaining number suggestion effect".

[0207] When performing such a "total remaining number suggestion effect," it is possible to make the player aware of the timing when the "second electric support state" will be set instead of the "non-electric support state" even though the state is the "first electric support state," thereby increasing the player's interest in the game.

[0208] In addition, while the "first electric support state" is set, only one of the above-mentioned "first remaining number indication effect" and "total remaining number indication effect" may be executed, or both may be executed.

[0209] Furthermore, in particular, if both the above-mentioned "first remaining number indication effect" and "total remaining number indication effect" are executed while the "first electric support state" is set, it is possible to realize innovative gameplay in which the player is made aware not only of the timing when the "non-electric support state (the game state to be set next)" will be set after the "first electric support state" ends, but also of the timing when the "second electric support state (a game state different from the game state to be set next)" will be set after the "non-electric support state" ends, thereby making it possible to increase interest in the game.

[0210] In contrast to this, if only the "total remaining number of times indication effect" is executed out of the above-mentioned "first remaining number of times indication effect" and "total remaining number of times indication effect" during the setting of the "first electric support state", in the "first electric support state", the player will not be made aware of the timing at which the "non-electric support state (the game state to be set next)" will be set after the end of the "first electric support state" (because the first remaining number of times indication effect is not executed), but the player will be made aware of the timing at which the "second electric support state (the game state different from the game state to be set next)" will be set after the end of the "non-electric support state" can be realized, making it possible to increase interest in the game.

[0211] 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.

[0212] For example, in the above-described embodiment, a "second electric support state" is set after the end of an "electric support hit", but it may also be possible for a "first electric support state" to be set after the end of an "electric support hit".

[0213] In addition, in the above-mentioned embodiment, when a "first electric support state" is set by stopping and displaying "missing pattern 1001" as the "first electric support pattern", only the "first remaining number suggestion effect" of the "first remaining number suggestion effect" and the "total remaining number suggestion effect" is executed in the "first electric support state", and when a "first electric support state" is set by stopping and displaying "missing pattern 1002" as the "first electric support pattern", only the "total remaining number suggestion effect" of the "first remaining number suggestion effect" and the "total remaining number suggestion effect" is executed in the "first electric support state", and when a "first electric support state" is set by stopping and displaying "missing pattern 1003" as the "first electric support pattern", both the "first remaining number suggestion effect" and the "total remaining number suggestion effect" may be executed in the "first electric support state".

[0214] In addition, in the above-mentioned embodiment, when the "second electric support state" is set, if the second special chart is displayed stopped at a "specific losing pattern among losing patterns," the "first electric support state" may be set instead of the "second electric support state."

[0215] Also, an example of applying the present invention to a pachinko machine 1 that pays out game balls supplied from an island facility in a game hall to give a player a profit (game value) as a result of playing. Not limited to this, the present invention can also be applied to a type of game machine that gives a game profit in a form different from "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 game balls that enter various ball entrances, and in this case, the same effect as the above-mentioned embodiment can be obtained. Incidentally, as an example of a type of pachinko machine that converts game profit (game value) into data and gives it to a player, there can be mentioned a game machine that uses a plurality of game balls built in the pachinko machine by circulating them, specifically, a pachinko machine (so-called sealed game machine) that is configured to return game balls discharged to the back of the game board through various ball entrances or outlets to the launch position again and launch them.

[0216] G. Pachinko Machine 1A: Next, a pachinko machine 1A will be described. The pachinko machine 1A has a different configuration from the above-mentioned pachinko machine 1. In the following description of the pachinko machine 1A, the description of the same configuration as the pachinko machine 1 will be omitted as appropriate.

[0217] In the pachinko machine 1A, the game states can be set to a "non-electric support state", a "first electric support state", and a "second electric support state". However, the transition between these game states differs from that of the pachinko machine 1 described above in the following respects.

[0218] G-1. Differences in transition patterns 1: In the pachinko machine 1A, even if the first special symbol is stopped and displayed as the first electric support symbol in the non-electric support state, the first electric support state is not set, and the non-electric support state remains set. In other words, in the pachinko machine 1A, the first electric support symbol has only the same function as a simple losing symbol.

[0219] In addition, in the pachinko machine 1A, even if the first special symbol is stopped and displayed as the "second electric support symbol" in the "non-electric support state", the "second electric support state" is not set, and the "non-electric support state" remains set. In other words, in the pachinko machine 1A, the "second electric support symbol" has only the same function as a simple losing symbol.

[0220] G-2. Differences in transition patterns 2: In addition, in the pachinko machine 1A, either the "first electric support hit" or the "second electric support hit" is performed for the first type and the second type. The "first electric support hit" and the "second electric support hit" are common in that 10 rounds of play are played, but the game state set after the end of each round is different.

[0221] That is, when the "first electric support hit" is made, the "first electric support state" is set as the game state after the end of the "first electric support hit". On the other hand, when the "second electric support hit" is made, the "second electric support state" is set as the game state after the end of the "second electric support hit".

[0222] In the pachinko machine 1A, the "first electric support state" and the "second electric support state" are game states in which the "second start hole opening time" is likely to be longer than the "non-electric support state", but in the "first electric support state" among these, the "second start hole opening time" is not long enough for the game ball to enter the second start hole 25. In other words, the "first electric support state" is a game state in which the "second start hole opening time" is likely to be longer than the "non-electric support state" but is likely to be shorter than the "second electric support state", and the game ball cannot enter the second start hole 25 even if a right hit is made. For this reason, not only in the "non-electric support state" but also in the "first electric support state", the player can be made to hit left (to aim for the ball to enter the first start hole 24).

[0223] In contrast, the "second electric support state" is a game state in which the "second starting hole opening time" is likely to be longer than the "first electric support state", and is a state in which a right hit can cause the game ball to enter the second starting hole 25. For this reason, in the "second electric support state", the player can be made to hit to the right (to aim for the ball to enter the second starting hole 25).

[0224] 19 and 20 show the execution rates of the "first electric support hit" and "second electric support hit" in the pachinko machine 1A. In particular, FIG. 19 shows the execution rate when the first special chart is stopped and displayed as a big win pattern, and FIG. 20 shows the execution rate when the second special chart is stopped and displayed as a big win pattern or a small win pattern.

[0225] As shown in FIG. 19, when the first special chart is stopped and displayed with a jackpot pattern, the execution rate of the "first electric support hit" and the "second electric support hit" differs depending on the game state at that time. That is, as shown in FIG. 19(a), in the "first electric support state", when the first special chart is stopped and displayed with a "jackpot pattern 101-200" (50% probability when the first special chart is stopped and displayed with a jackpot pattern), the "first electric support hit" is performed, and then the "first electric support state" is set. Also, when the first special chart is stopped and displayed with a "jackpot pattern 201-300" (50% probability when the first special chart is stopped and displayed with a jackpot pattern), the "second electric support hit" is performed, and then the "second electric support state" is set.

[0226] In contrast, as shown in FIG. 19(b), in the "non-electric support state" or "second electric support state", if the first special chart is stopped and displayed with "jackpot pattern 101-140" (20% probability when the first special chart is stopped and displayed with the jackpot pattern), the "first electric support hit" is performed, and then the "first electric support state" is set. Also, if the first special chart is stopped and displayed with "jackpot pattern 141-300" (80% probability when the first special chart is stopped and displayed with the jackpot pattern), the "second electric support hit" is performed, and then the "second electric support state" is set.

[0227] On the other hand, as shown in FIG. 20, when the second special chart is stopped and displayed with a big win pattern or a small win pattern, the execution rate of the "first electric support hit" and the "second electric support hit" is constant, regardless of the game state at that time. That is, as shown in FIG. 20(a), in any game state, when the second special chart is stopped and displayed with a "big win pattern 501-540" (when the second special chart is stopped and displayed with a big win pattern, there is a 20% probability), the "first electric support hit" is performed, and then the "first electric support state" is set. Also, in any game state, when the second special chart is stopped and displayed with a "big win pattern 541-700" (when the second special chart is stopped and displayed with a big win pattern, there is an 80% probability), the "second electric support hit" is performed, and then the "second electric support state" is set.

[0228] In contrast, as shown in Fig. 20(b), in any game state, when the second special chart is stopped and displayed with "small winning pattern 701-720", a "first electric support win" is performed as a two-type win (when the second special chart is stopped and displayed with a small winning pattern, there is a 20% probability), and then the "first electric support state" is set. Also, in any game state, when the second special chart is stopped and displayed with "small winning pattern 721-800", a "second electric support win" is performed as a two-type win (when the second special chart is stopped and displayed with a small winning pattern, there is an 80% probability), and then the "second electric support state" is set.

[0229] In pachinko machine 1A, the "first electric support hit" and "second electric support hit" occur at the rates described above, so the "probability that when a jackpot game is played (when the jackpot judgment determines that the jackpot game is a jackpot or a small hit) that the jackpot game is a "second electric support hit"" (also referred to in this specification as the "second electric support hit probability") varies depending on the game status.

[0230] In detail, when the first special symbol stops and is displayed as a jackpot symbol in the "first electric support state", there is a 50% probability that a "second electric support hit" will occur and the "second electric support state" will be set. Also, in the "first electric support state", the left hand hit is performed (the game ball almost never enters the second starting hole 25), so the second special symbol almost never changes and is not displayed. From these facts, it can be said that the "probability of the second electric support hit" in the "first electric support state" is 50%.

[0231] In addition, when the first special symbol stops and is displayed as a jackpot symbol in the "non-electric support state", the "second electric support hit" occurs with a probability of 80%, and the "second electric support state" is set. Also, in the "non-electric support state", the left hand hit is performed (the game ball almost never enters the second starting hole 25), so the second special symbol almost never changes and is not displayed. From these facts, it can be said that the "probability of the second electric support hit" in the "non-electric support state" is 80%.

[0232] On the other hand, in the "second electric support state", the second special chart is displayed by changing the right hit, and when the second special chart is stopped and displayed with a big hit pattern, the "second electric support hit" is performed with a probability of 80% and the "second electric support state" is set. Also, when the second special chart is stopped and displayed with a small hit pattern, the "second electric support hit" is performed with a probability of 80% and the "second electric support state" is set. Furthermore, even in the "second electric support state", it is possible to make the ball enter the first starting hole 24, and when the first special chart is stopped and displayed with a big hit pattern in the "second electric support state", the "second electric support hit" is performed with a probability of 80% and the "second electric support state" is set. From these facts, it can be said that the "probability of the second electric support hit" in the "second electric support state" is 80%.

[0233] In addition, when the first special symbol is stopped and displayed as a jackpot symbol in the "second electric support state", the "second electric support hit" may be performed with a 50% probability, as in the "first electric support state", and the "second electric support state" may be set. Even in such a case, in the "second electric support state", right-hand hitting is performed and the second special symbol is mainly displayed to change (since the first special symbol is rarely displayed to change), so it can be said that the "probability of the second electric support hit" in the "second electric support state" is 80%.

[0234] Here, in the "second electric support state," since it is possible to make the game ball enter the second starting hole 25 by hitting from the right (since the second special chart is displayed in a variable manner), not only is the "payout ratio" (the ratio of the number of payouts to the number of game balls shot) higher than in the "non-electric support state" or the "first electric support state," but the possibility of a jackpot being played is also higher. Therefore, players will expect the "second electric support state" to be set rather than the "non-electric support state" or the "first electric support state."

[0235] The "second electric support hit probability" is the rate at which the "second electric support state" is set when a jackpot game is played, and this "second electric support hit probability" is 50% in the "first electric support state" and 80% in the "non-electric support state" and the "second electric support state." Therefore, if there is a "non-electric support state" and a "first electric support state," the player can expect that the "first electric support state" with a higher "second electric support hit probability" will be set.

[0236] In addition, the "payout ratio" (the ratio of the number of payouts to the number of game balls shot) in pachinko machine 1A is approximately 30% in the "non-electric support state" and "first electric support state" (approximately 30 payouts per 100 game balls shot), and approximately 95% in the "second electric support state" (approximately 95 payouts per 100 game balls shot).

[0237] G-3. Differences in transition patterns No. 3: FIG. 21 shows the transition of the game state after the "first electric support state" is set in the pachinko machine 1A. In the pachinko machine 1A, the "first electric support state" is set with the end of the "first electric support hit". In such a "first electric support state", when the "first stuck number of times" reaches the "first ceiling number of times", the "non-electric support state" is set in place of the "first electric support state". Here, the "first stuck number of times" is "the number of times of "variable display of special symbols in which a losing symbol is stopped and displayed" executed in the "first electric support state" after the "first electric support state" is set". In addition, in the pachinko machine 1A, "400 times" is set as the "first ceiling number of times".

[0238] That is, as shown in FIG. 21, in pachinko machine 1A, when the "first electric support state" is set following the end of the "first electric support hit", if the number of times (first stuck times) that the special patterns (one or both of the first special pattern and the second special pattern) change display without a jackpot game thereafter reaches 400 times (first ceiling times), then the "non-electric support state" is set.

[0239] In this way, when the "non-electric support state" is set in place of the "first electric support state", the "possibility of a jackpot game being played" does not change. In other words, in the pachinko machine 1A, even if the "first electric support symbol" and the "second electric support symbol" are stopped and displayed, the game state does not change (the first electric support symbol and the second electric support symbol are simply losing symbols), so the "possibility of a jackpot game being played" is the same between the "first electric support state" and the "non-electric support state". Therefore, when the "non-electric support state" is set in place of the "first electric support state", the "possibility of a jackpot game being played" does not change.

[0240] In contrast, the "second electric support hit probability" is higher. That is, the "second electric support hit probability" in the "first electric support state" is 50%, and the "second electric support hit probability" in the "non-electric support state" is 80%. Therefore, when the "non-electric support state" is set instead of the "first electric support state", the "second electric support hit probability" is higher.

[0241] In addition, both the "first electric support state" and the "non-electric support state" are game states in which the ball cannot enter the second starting hole 25 (the ball is hit from the left). Therefore, when the "non-electric support state" is set in place of the "first electric support state", the "payout ratio" does not change.

[0242] In the "non-electric support state", when the "second stuck count" reaches the "second ceiling count", the "second electric support state" is set instead of the "non-electric support state". Here, the "second stuck count" is the "number of times that the "variable display of the special symbol in which the losing symbol is stopped and displayed" is executed in the "non-electric support state" after the "non-electric support state" is set". In addition, in the pachinko machine 1A, "100 times" is set as the "second ceiling count".

[0243] That is, as shown in Fig. 21, in the pachinko machine 1A, when the "non-electric support state" is set, if the number of times (second stuck times) of the variable display of the special pattern (one or both of the first and second special patterns) without a jackpot game reaches 100 times (second ceiling times), the "non-electric support state" is set. Note that this can also be considered as a configuration in which, when the "first electric support state" is set, the number of times of the variable display of the special pattern (one or both of the first and second special patterns) without a jackpot game reaches 500 times, the "non-electric support state" is set.

[0244] In this way, when the "second electric support state" is set in place of the "non-electric support state", the "possibility of a big win game being played" increases. That is, in the pachinko machine 1A, in the "second electric support state", the second special chart is displayed in a variable manner, and a small win game (two types of win) is played with a probability of 1 in 20. Therefore, when the "second electric support state" is set in place of the "non-electric support state", the "possibility of a big win game being played" increases.

[0245] In contrast, the "second electric support hit probability" does not change. In other words, the "second electric support hit probability" in the "non-electric support state" is 80%, and the "second electric support hit probability" in the "second electric support state" is also 80%. Therefore, when the "second support state" is set instead of the "non-electric support state", the "second electric support hit probability" does not change.

[0246] The "non-electric support state" is a game state in which the game ball cannot enter the second starting hole 25 (a left-handed hit is performed), whereas the "second electric support state" is a game state in which the ball can enter the second starting hole 25 (a right-handed hit is performed). Therefore, when the "second electric support state" is set in place of the "non-electric support state", the "payout ratio" becomes higher.

[0247] In the "second electric support state", when the "third stuck count" reaches the "third ceiling count", the "non-electric support state" is set in place of the "second electric support state". Here, the "third stuck count" refers to the number of times that the "variable display of the special symbol in which the losing symbol is stopped and displayed" is executed in the "second electric support state" after the "second electric support state" is set. In addition, in the pachinko machine 1A, "100 times" is set as the "third ceiling count".

[0248] That is, in the pachinko machine 1A, when the "second electric support state" is set, the "non-electric support state" is set when the number of times (third stuck times) of the variable display of the special pattern (one or both of the first and second special patterns) without the jackpot game reaches 100 times (third ceiling number of times). However, in the "second electric support state", when the variable display of the second special pattern is performed, a small hit game (two types of hit) is performed with a probability of 1 in 20 (the jackpot judgment for the second special pattern is judged to be a small hit with a probability of 1 in 20), so in most cases, the jackpot game (two types of hit) starts before the "third stuck times" reaches the "third ceiling number of times (100 times)" (before the non-electric support state is set).

[0249] The "non-electric support state" is also set when the power is turned on to the pachinko machine 1A (or when the RAM is cleared). The "second electric support state" is also set when the "second electric support hit" ends.

[0250] As described above, in the pachinko machine 1A, the "payout ratio," "possibility of winning a jackpot," and "probability of winning with the second electric support" are higher in the "second electric support state" than in the "first electric support state." Therefore, if the "first electric support state" is directly switched to the "second electric support state," the player will feel that he or she has lost out if the jackpot game starts just before the "second electric support state" is entered (at the end of the first electric support state). For this reason, the player will expect the jackpot game to start after the "second electric support state" is entered (not at the end of the first electric support state) rather than immediately. For this reason, if the jackpot game starts just before the "second electric support state" is entered, the player's interest in the game will decrease.

[0251] In this regard, as described above with reference to FIG. 21, in the pachinko machine 1A, the "first electric support state" is followed by the "non-electric support state" and then the "second electric support state". In other words, the timing just before the "second electric support state" is the "non-electric support state" rather than the "first electric support state". In this "non-electric support state", the "second electric support hit probability" is higher than in the "first electric support state", so it is possible to suppress the decline in interest in the game as described above.

[0252] In addition, in the pachinko machine 1A, the "first electric support state" and the "non-electric support state" are game states in which left-handed hits are performed, whereas the "second electric support state" is a game state in which right-handed hits are performed. This allows the "first electric support state" and the "non-electric support state" to be felt as if they were one period, and even though they are one period, it is possible to realize a novel gameplay in which the "second electric support hit probability" is felt to be increasing as the "second electric support state" is approached, and it is possible to increase the interest in the game.

[0253] In addition, the "first electric support hit" can be regarded as the "first hit game", and the "second electric support hit" can be regarded as the "second hit game". Also, the "first electric support state" can be regarded as the "first period", the "second electric support state" can be regarded as the "second period", the "non-electric support state" can be regarded as the "premonition period", and the "second electric support hit probability" can be regarded as the "opportunity of a favorable hit".

[0254] G-4. Effects related to the transition of the pachinko machine 1A: As described above, in the pachinko machine 1A, when the "first electric support state" is set, the "second electric support state" may be set after passing through the "non-electric support state". In the following, the number of times that the special symbols (either the first special symbol or the second special symbol or both) are displayed is also simply referred to as the "number of times of change".

[0255] In pachinko machine 1A, when the "first electric support state" is set (when the first electric support hit ends), a presentation is started that indicates the number of fluctuations since the "first electric support state" was set (started) (since the first electric support hit ended).

[0256] In such an effect suggesting the number of times of change, for example, a "number image" showing a number is displayed in the upper right part of the display screen of the effect display device 41. Then, each time the number of times of change increases by one, an effect may be performed in which the number shown by the "number image" is increased by one (a so-called count-up effect), or an effect may be performed in which the number is decreased by one (a so-called count-down effect).

[0257] And, as shown in FIG. 22(a), such an effect suggesting the number of fluctuations may be continued (even in the non-electric support state) after the number of fluctuations reaches 400 (the first stuck number reaches the first ceiling number) and the "non-electric support state" is set. For example, in the "first electric support state", if an effect is performed in which the number indicated by the "number image" is increased (decreased) by 1 each time the number of fluctuations increases by one, the effect may be continued in the subsequent "non-electric support state" and the number indicated by the "number image" may be increased (decreased) by 1 each time the number of fluctuations increases by one (the number indicated by the number image may be increased from 0 to 500, or the number indicated by the number image may be decreased from 500 to 0). In this case, even in the "non-electric support state", the effect suggesting the "number of fluctuations since the first electric support state is set (started) (since the first electric support hit ends)" will continue to be performed.

[0258] In this case, the display mode of the "number image" may be different between the "first electric support state" and the "non-electric support state". For example, a blue image may be displayed as the "number image" in the "first electric support state", and a red image may be displayed as the "number image" in the "non-electric support state". Also, the "number image" may be displayed in a first position (e.g., the upper right part of the display screen) in the "first electric support state", and the "number image" may be displayed in a second position (e.g., the lower right part of the display screen) in the "non-electric support state".

[0259] On the other hand, as shown in Fig. 22(b), in the "non-electric support state", a performance may be performed that suggests the number of fluctuations since the "non-electric support state" is set. That is, in the "first electric support state", a performance is performed that suggests the number of fluctuations since the "first electric support state" is set (started) (since the first electric support hit ends), but when the number of fluctuations reaches 400 (the first stuck number of times reaches the first ceiling number of times) and the "non-electric support state" is set, a performance that suggests the number of fluctuations since the "non-electric support state" is set (started) may be started.

[0260] For example, when the "non-electric support state" is set, the number indicated by the "number image" is set to 0 (or 100, which is the second number of times of stuck wins). Then, in the "non-electric support state", the number indicated by the "number image" is increased (decreased) by 1 each time the number of fluctuations increases by one. In this case, too, the display mode of the "number image" may be made different between the "first electric support state" and the "non-electric support state". For example, a blue image may be displayed as the "number image" in the "first electric support state", and a red image may be displayed as the "number image" in the "non-electric support state". Also, the "number image" may be displayed in a first position in the "first electric support state", and the "number image" may be displayed in a second position in the "non-electric support state".

[0261] Also, in the "non-electric support state", a performance may be performed that suggests that "the probability of hitting the second electric support is higher than that of the first electric support state". For example, in the "non-electric support state", a lottery is held every time the variable display of the special pattern is performed, and if the lottery is won (or there is a 100% probability), an "image showing an upward arrow" may be displayed in the center of the display screen.

[0262] Also, in the "first electric support state", a performance may be performed that suggests that "the probability of hitting the second electric support will be high before the second electric support state is set". For example, in the "first electric support state", a lottery may be performed every time the variable display of the special pattern is performed, and if the lottery is won (or with a 100% probability), an "image showing an upward arrow" may be displayed in the center of the display screen. Note that such a performance may be performed with a higher probability in the latter half of the "first electric support state" (for example, a period in which the number of fluctuations since the first electric support state is set is 300 to 400) than in the first half of the "first electric support state" (for example, a period in which the number of fluctuations since the first electric support state is set is 1 to 100).

[0263] As described above, in the pachinko machine 1A, the "number of changes since the start of the first electric support state" can be suggested not only during the "first electric support state" but also during the subsequent "non-electric support state". In this way, the "first electric support state" and the "non-electric support state" can be felt as one period, and even though they are one period, it is possible to realize a novel gameplay in which the "second electric support hit probability" is felt to increase as the "second electric support state" approaches, and it is possible to increase the interest in the game.

[0264] In addition, in the pachinko machine 1A, during the "first electric support state", the "number of changes since the start of the first electric support state" is indicated, but during the subsequent "non-electric support state", the "number of changes since the start of the first electric support state" is indicated as it is, or the "number of changes since the start of the non-electric support state" is indicated again. In this way, the "first electric support state" and the "non-electric support state" can be felt as one period, or the "first electric support state" and the "non-electric support state" can be felt as separate periods, which can increase the interest in playing.

[0265] In addition, in the pachinko machine 1A, in the "non-electric support state", a performance is performed that suggests that the "second electric support hit probability" is higher than the "first electric support state". In other words, it is possible to suggest that the "second electric support hit probability" is already higher than the "first electric support state" just before the "second electric support state" is entered. In this way, it is possible to further suppress the decline in interest in the game when a jackpot game starts just before the "second electric support state" is entered.

[0266] G-5. Variation 1 of pachinko machine 1A: Next, a first modified example of the pachinko machine 1A will be described. In the first modified example of the pachinko machine 1A, if the symbol (big hit symbol, small hit symbol) displayed when the "first electric support hit" starts is a big hit symbol A or a small hit symbol A, the same as the pachinko machine 1A described above will be applied. That is, after the "first electric support state" is set, when the "first stuck number of times" reaches the "first ceiling number of times (400 times)", the "non-electric support state" is set. And, after the "non-electric support state" is set, when the "second stuck number of times" reaches the "second ceiling number of times (100 times)", the "second electric support state" is set.

[0267] In contrast, if the symbol (big hit symbol, small hit symbol) displayed when the "first electric support hit" starts is a big hit symbol B or a small hit symbol B, after the "first electric support state" is set, the "non-electric support state" is not set even if the "first stuck count" reaches the "first ceiling count", and when the "first stuck count" reaches the "fourth ceiling count", the "second electric support state" may be set instead of the "non-electric support state". In addition, in the first modified example of the pachinko machine 1A, "500 times" is set as the "fourth ceiling count".

[0268] To sum up, in the modified example 1 of the pachinko machine 1A, as shown in Fig. 23, if the symbol (big hit symbol, small hit symbol) displayed when the "first electric support hit" starts is a big hit symbol A or a small hit symbol A, the "non-electric support state" is set when the number of fluctuations (first stuck number of times) in the "first electric support state" reaches 400 times (first ceiling number of times) after the "first electric support state" is set. And, when the number of fluctuations (second stuck number of times) in the "non-electric support state" reaches 100 times (second ceiling number of times) after the "non-electric support state" is set, the "second electric support state" is set.

[0269] In contrast, if the pattern (jackpot pattern, small jackpot pattern) displayed when the "first electric support hit" begins is jackpot pattern B or small jackpot pattern B, even if the number of fluctuations (first stuck number of times) in the "first electric support state" reaches 400 times (first ceiling number) after the "first electric support state" is set, the "non-electric support state" is not set, and when the number of fluctuations (first stuck number of times) in the "first electric support state" reaches 500 times (fourth ceiling number), the "second electric support state" is set.

[0270] As described above, in the first modified example of the pachinko machine 1A, not only is there a case where the "second electric support state" starts after the "first electric support state" via the "non-electric support state", but there is also a case where the "second electric support state" starts (directly) after the "first electric support state" without going through the "non-electric support state". In this way, it is possible to diversify the "second electric support hit probability" at the timing just before the "second electric support state" is entered (80% if the non-electric support state is entered, and 50% if the first electric support state remains), which makes it possible to increase interest in the game.

[0271] As a result, it is possible to realize a novel gameplay that draws the player's attention to the "probability of hitting the second electric support" at the timing just before the "second electric support state" is entered, thereby making it possible to increase interest in the game.

[0272] In this specification, when the "second electric support state" is set without passing through the "non-electric support state" after the "first electric support state" is set, the period during which the "non-electric support state" is set if the "non-electric support state" is passed through is also referred to as the "pseudo non-electric support period." In other words, this "pseudo non-electric support period" is a period during which the "number of fluctuations since the first electric support state is set (started) (since the first electric support hit ends)" is 401 to 500 times, but it can also be considered as a period that is not a "non-electric support state" (a period during which the first electric support state remains set).

[0273] G-6. Effects related to the transition mode of variant 1 of pachinko machine 1A (part 1): As described above, in variant example 1 of pachinko machine 1A, there are cases where the "first electric support state" is set, followed by a "non-electric support state" and then a "second electric support state", and cases where the "first electric support state" is set, followed by a "second electric support state" without passing through a "non-electric support state".

[0274] Of these, when the "first electric support state" is set, followed by the "non-electric support state" and then the "second electric support state", the same presentation as that of the pachinko machine 1A described above with reference to Figure 23 is performed.

[0275] In contrast to this, even if the "second electric support state" is set after the "first electric support state" is set without going through the "non-electric support state" (after a pseudo non-electric support period), a presentation may be made to make it appear as if the "non-electric support state" has been passed, as shown in Figure 24.

[0276] In more detail, even if the "second electric support state" is set after the "first electric support state" is set without going through the "non-electric support state" (after a pseudo non-electric support period), once the "first electric support state" is set (when the first electric support hit ends), a presentation will be started that suggests the number of fluctuations since the "first electric support state" was set (started) (since the first electric support hit ended).

[0277] For example, in the performance suggesting the number of times of change, a performance is performed in which a "number image" showing a number is displayed in the upper right part of the display screen of the performance display device 41. Then, each time the number of times of change increases by one, a performance in which the number shown by the "number image" is increased by one (a so-called count-up performance) may be performed, or a performance in which the number is decreased by one (a so-called count-down performance) may be performed.

[0278] As an effect suggesting such a change count, the same effect as the effect described above using Fig. 22(a) may be performed in appearance. That is, as shown in Fig. 24(a), such an effect may be continued even if the change count after the "first electric support state" is set reaches 400 times (even if the pseudo non-electric support period starts), and may be performed until the change count reaches 500 times (the first stuck count reaches the fourth ceiling count and the second electric support state is set).

[0279] For example, in the "first electric support state", if the number of fluctuations increases by one, the number shown by the "number image" may be increased (decreased) by one even if the number of fluctuations since the "first electric support state" was set reaches 400 (even if the pseudo non-electric support period begins), and the number shown by the "number image" may be increased (decreased) by one each time the number of fluctuations increases (the number shown by the number image may increase from 0 to 500, or the number shown by the number image may decrease from 500 to 0). In this case, the presentation suggesting the "number of fluctuations since the first electric support state was set (started) (since the first electric support hit ended)" will continue to be performed until the "second electric support state" is set.

[0280] In this case, the display mode of the "number image" may be different between the time when the "number of fluctuations (from the end of the first electric support hit) since the first electric support state was set (started)" reaches 400 times and the time thereafter (pseudo non-electric support period). For example, when the "number of fluctuations (from the end of the first electric support hit) since the first electric support state was set (started)" is 1 to 400 times, a blue image may be displayed as the "number image", and when the "number of fluctuations (from the end of the first electric support hit) since the first electric support state was set (started)" is 401 to 500 times (pseudo non-electric support period), a red image may be displayed as the "number image".

[0281] In addition, if the "number of changes (since the first electric support hit ends) since the first electric support state is set (started)" is 1 to 400 times, the "number image" may be displayed in a first position (e.g., the upper right part of the display screen), and if the "number of changes (since the first electric support hit ends) since the first electric support state is set (started)" is 401 to 500 times (pseudo non-electric support period), the "number image" may be displayed in a second position (e.g., the lower right part of the display screen) in the "non-electric support state."

[0282] On the other hand, in appearance, it is also possible to perform the same performance as the performance described above using FIG. 22(b). That is, as shown in FIG. 24(b), in a period (pseudo non-electric support period) in which the "number of fluctuations (since the first electric support hit ends) since the first electric support state is set (started)" is 401 to 500 times, a performance suggesting the number of fluctuations since the start of the period (pseudo non-electric support period) may be performed. That is, when the "number of fluctuations (since the first electric support hit ends) since the first electric support state is set (started)" is 1 to 400 times, a performance suggesting the "number of fluctuations (since the first electric support hit ends) since the first electric support state is set (started)" is performed, but in the "pseudo non-electric support period", a performance suggesting the number of fluctuations since the start of the period (pseudo non-electric support period) may be started.

[0283] For example, when the "pseudo electric support period" starts, the number indicated by the "number image" is set to 0 (100, which is the number of fluctuations remaining until the second electric support state is set). Then, during the "pseudo non-electric support period", each time the number of fluctuations increases by one, the number indicated by the "number image" is increased (decreased) by 1. Note that, in this case too, the display mode of the "number image" may be made different between before the "number of fluctuations since the first electric support state was set (started) (since the first electric support hit ended)" reaches 400 and thereafter (during the pseudo non-electric support period).

[0284] For example, if the "number of changes since the first electric support state was set (started) (since the first electric support hit ended)" is 1 to 400 times, a blue image may be displayed as the "number image", and if the "number of changes since the first electric support state was set (started) (since the first electric support hit ended)" is 401 to 500 times (pseudo non-electric support period), a red image may be displayed as the "number image".

[0285] In addition, if the "number of changes since the first electric support state was set (started) (since the first electric support hit ended)" is 1 to 400 times, the "number image" may be displayed in the first position, and if the "number of changes since the first electric support state was set (started) (since the first electric support hit ended)" is 401 to 500 times (pseudo non-electric support period), the "number image" may be displayed in the second position.

[0286] Also, during the "pseudo electric support period", a performance may be performed that suggests that "the probability of hitting the second electric support state is higher than that of the first electric support state". For example, during the "pseudo electric support period", a lottery may be held every time a special pattern is displayed, and if the lottery is won (or there is a 100% probability), an "image showing an upward arrow" may be displayed in the center of the display screen.

[0287] Also, during the period in which the "number of fluctuations (from the end of the first electric support hit) since the first electric support state is set (started)" is between 1 and 400 times, a performance may be performed that suggests that "the probability of the second electric support hit will be high before the second electric support state is set." For example, during the period in which the "number of fluctuations (from the end of the first electric support hit) since the first electric support state is set (started)" is between 1 and 400 times, a lottery may be drawn every time the special pattern is displayed, and if the lottery is won (or there is a 100% probability), an "image showing an upward arrow" may be displayed in the center of the display screen. Furthermore, such an effect may be performed with a higher probability in the latter half of the period in which the "number of fluctuations since the first electric support state is set (since the first electric support hit ends)" is 1 to 400 times (for example, the period in which the number of fluctuations since the first electric support state is set is 300 to 400 times) than in the first half of the period in which the "number of fluctuations since the first electric support state is set (since the first electric support hit ends)" is 1 to 400 times (for example, the period in which the number of fluctuations since the first electric support state is set is 1 to 100 times).

[0288] As described above, in the first modified example of the pachinko machine 1A, in the "pseudo electric support period", even though the "non-electric support state" is not set, the number of fluctuations since the start of the "pseudo electric support period" may be suggested. In this way, in the period in which the "number of fluctuations (since the first electric support hit) since the first electric support state is set (started)" is 1 to 400 times, and in the period (pseudo non-electric support period) in which the "number of fluctuations (since the first electric support hit) since the first electric support state is set (started)" is 401 to 500 times, it is possible to realize a novel gameplay in which the "second electric support hit probability" feels like it is increasing (although the second electric support hit probability has not changed), and it is possible to increase the interest in the game.

[0289] In addition, in the first modified example of the pachinko machine 1A, during the "pseudo electric support period", a performance is performed that suggests that the "second electric support hit probability" is higher than the "first electric support state". Even if the "second electric support state" is set without going through the "non-electric support state", it can be suggested that the "second electric support hit probability" is already higher than the "first electric support state" just before the "second electric support state" is set. This makes it possible to suppress a decrease in interest in the game when a big hit game starts just before the "second electric support state" is set.

[0290] G-7. Performance related to the transition mode of variant 1 of pachinko machine 1A (part 2): As described above, in variant example 1 of pachinko machine 1A, there are cases where the "second electric support state" starts after the "first electric support state" via a "non-electric support state", and cases where the "second electric support state" starts after the "first electric support state" without going through a "non-electric support state" (via a pseudo electric support period).

[0291] In addition, the probability of various effects being executed may be higher when the "second electric support state" starts after the "first electric support state" via a "non-electric support state" than when the "second electric support state" starts after the "first electric support state" without going through a "non-electric support state" (via a pseudo electric support period).

[0292] For example, the probability of executing an effect of displaying an "image showing an upward arrow" in the center of the display screen may be higher in a case where the "second electric support state" is started after the "first electric support state" via a "non-electric support state" than in a case where the "second electric support state" is started after the "first electric support state" without going through a "non-electric support state" (via a pseudo electric support period).

[0293] More specifically, if the "second electric support state" starts after the "first electric support state" via the "non-electric support state", a lottery with a winning probability of 30% is held each time the special pattern is displayed during the period from when the "first electric support state" is set until the number of changes reaches 400, and if the lottery is won, the above performance is performed. On the other hand, if the "second electric support state" starts after the "first electric support state" without going through the "non-electric support state" (through the pseudo electric support period), a lottery with a winning probability of 10% is held each time the special pattern is displayed during the period from when the "first electric support state" is set until the number of changes reaches 400, and if the lottery is won, the above performance is performed.

[0294] In this way, it is possible to draw the attention of a player who is hoping that the "probability of hitting the second electric support" will increase just before the "second electric support state" is entered to the above-mentioned effects, thereby increasing the player's interest in the game.

[0295] In addition, the probability of executing various effects may be made different between a case where the "second electric support state" starts after the "first electric support state" via a "non-electric support state" and a case where the "second electric support state" starts after the "first electric support state" without going through a "non-electric support state" (via a pseudo electric support period).

[0296] For example, if the "second electric support state" starts after the "first electric support state" via the "non-electric support state", there is a 30% probability that the display mode of the "number image" will be changed between a period in which the "number of fluctuations since the first electric support state was set (started) (since the first electric support hit ended)" is 1 to 400 times and a period in which the "number of fluctuations since the first electric support state was set (started) (since the first electric support hit ended)" is 401 to 500 times (in this case, the period in which the non-electric support state was set) (for example, a number image indicating the number of fluctuations after the "number of fluctuations since the first electric support state was set (started)" (since the first electric support hit ended)" reaches 400 times).

[0297] In contrast, if the "second electric support state" starts after the "first electric support state" without going through a "non-electric support state" (after a pseudo electric support period), there is a 10% probability that the display mode of the "number image" will be changed between a period in which the "number of fluctuations since the first electric support state was set (started) (since the first electric support hit ended)" is 1 to 400 times and a period in which the "number of fluctuations since the first electric support state was set (started) (since the first electric support hit ended)" is 401 to 500 times (in this case, the pseudo non-electric support period) (for example, a number image indicating the number of fluctuations after the "number of fluctuations since the first electric support state was set (started) (since the first electric support hit ended)" reaches 400 times).

[0298] In this way, players who are hoping that the "probability of hitting the second electric support" will become higher just before the "second electric support state" is entered can be made to pay attention to whether or not the display mode of the "number image" changes when the "number of changes since the first electric support state was set (started) (since the first electric support hit ended)" reaches 400 times, thereby increasing their interest in the game.

[0299] In addition, the probability of a particular reserved image (e.g., a reserved image with a particular character) being displayed, the probability of a particular background image being displayed, and the probability of a particular decorative pattern 41a, 41b, 41c being displayed may be different between a case where the "second electric support state" starts after the "first electric support state" via a "non-electric support state" and a case where the "second electric support state" starts after the "first electric support state" without going through a "non-electric support state" (via a pseudo electric support period).

[0300] G-8. Variation 2 of Pachinko Machine 1A: Next, a second modified example of the pachinko machine 1A will be described. In the pachinko machine 1A described above, in the case where the "second electric support state" starts after the "first electric support state" via the "non-electric support state", the "non-electric support state" is set when the number of fluctuations (first number of times of stuck) in the "first electric support state" reaches 400 times (first ceiling number of times) after the "first electric support state" is set, and the "second electric support state" is set when the number of fluctuations (second number of times of stuck) in the "non-electric support state" reaches 100 times (second ceiling number of times) after the "non-electric support state" is set.

[0301] Without being limited to this, as shown in FIG. 25, when the number of fluctuations in the "first electric support state" (first number of stuck times) reaches 200 times (first ceiling number) after the "first electric support state" is set, a "non-electric support state" is set, and when the number of fluctuations in the "non-electric support state" (second number of stuck times) reaches 300 times (second ceiling number) after the "non-electric support state" is set, a "second electric support state" may be set.

[0302] In other words, the "first ceiling number of times" may be set to either "400 times" or "200 times" (for example, depending on the type of big win pattern or small win pattern that triggered the first electric support hit), and the "second ceiling number of times" may be set to either "100 times" or "300 times" (for example, depending on the type of big win pattern or small win pattern that triggered the first electric support hit).

[0303] In this way, during the period before the "second electric support state" is entered, the timing at which the "second electric support hit probability" increases can be diversified, making it possible to increase interest in the game.

[0304] The above describes an example in which the present invention is applied to a pachinko machine 1A, but the present invention is not limited to this, and is not limited to the wording of each claim as long as it does not deviate from the scope of each claim, and also extends to a range that a person skilled in the art can easily substitute therefor, and improvements based on the knowledge that a person skilled in the art would normally have can be added as appropriate.

[0305] For example, in the above-mentioned pachinko machine 1A, similarly to the pachinko machine 1, the "first electric support state" may be set when the first special symbol is stopped and displayed as the "first electric support symbol" in the "non-electric support state", and the "second electric support state" may be set when the first special symbol is stopped and displayed as the "second electric support symbol" in the "non-electric support state". In this way, at the timing just before the "second electric support state" is entered, the "first electric support state" may be entered (the timing of entering the second electric support state is delayed by the so-called fall) or the "second electric support state" may be entered (the timing of entering the second electric support state is advanced), which can increase the interest in playing.

[0306] In the above-mentioned embodiment, the present invention is applied to a pachinko machine 1A that pays out game balls supplied from an island facility in a game hall, thereby giving 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).

[0307] <Gaming machines A1 to A6 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 A6 as follows.

[0308] <Amusement machine A1> <Summary> The electric support state can be set to the first electric support state and the second electric support state. In the non-electric support state and the first electric support state, the first special chart change is performed. In the first special chart change, it may be one type. In the second electric support state, the second special chart changes. In the second special chart change, it may be not only one type but also two types. In the non-electric support state, the second electric support state may be set if a losing symbol is displayed as a stopped symbol during the first special chart change, but in the first electric support state, the second electric support state will not be set even if a losing symbol is displayed as a stopped symbol during the first special chart change. <Claim format> A first starting port into which a game ball flowing down the first area can enter; a second starting port that can be in a ball entry possible state where a game ball flowing down the second area can enter the ball entry possible state and in a ball entry impossible state where the game ball cannot enter the ball entry possible state; A special symbol variation means capable of executing a first special symbol variation, which is a variation display of a first special symbol, based on a game ball entering the first starting hole, and capable of executing a second special symbol variation, which is a variation display of a second special symbol, based on a game ball entering the second starting hole; A small win game execution means for executing a small win game when a small win pattern is stopped and displayed by the second special pattern variation; a jackpot game execution means for executing a jackpot game when a jackpot pattern is stopped and displayed by the first special pattern variation or the second special pattern variation, and when a game ball enters a variable ball entrance during the small jackpot game and passes through a specific area; A game state setting means capable of setting a non-electric support state and an electric support state in which the time during which the second starting hole is in the ball entry state is likely to be longer than the non-electric support state as a game state; Equipped with As the electric support state, a first electric support state and a second electric support state can be set, The non-electric support state and the first electric support state are states in which a game ball is launched so as to flow down the first area, The second electric support state is a state in which the game ball is launched so as to flow down the second area, When the missing symbol is stopped and displayed in the first special symbol variation, the big win game is not executed. In the first special pattern variation, the electric support pattern can be stopped and displayed as the missing pattern, When the electric support pattern is stopped and displayed due to the first special pattern change in the non-electric support state, the second electric support state is set, When the losing symbol is stopped and displayed due to the first special symbol variation in the first electric support state, the second electric support state is not set regardless of the type of the losing symbol. A gaming machine characterized by:

[0309] In such a gaming machine, a non-electric support state can be set, and a first electric support state and a second electric support state can be set as the electric support state. Among these, the second electric support state is the game state in which a jackpot game is most likely to be played. That is, since the second electric support state is a state in which the game ball is launched so as to flow down the second area, the second special symbol variation is exclusively performed. When the second special symbol variation is performed, a "jackpot game based on the stopped display of a jackpot symbol (also referred to as "one type hit" in this specification)" may be performed, or a "jackpot game based on the stopped display of a small jackpot symbol (also referred to as "two types hit" in this specification)" may be performed.

[0310] In addition, since the non-electric support state is a state in which the game ball is launched to flow down the first area, the first special symbol variation is exclusively performed. When the first special symbol variation is performed, a "one-type hit" may occur, but a "two-type hit" will not occur. However, in the non-electric support state, if a miss symbol is displayed as a stop in the first special symbol variation, the above-mentioned second electric support state, that is, a game state in which a jackpot game is most likely to occur, may be set (if the electric support symbol is displayed as a stop), and the second electric support state may be set.

[0311] In addition, the first electric support state, like the non-electric support state, is a state in which the game ball is launched to flow down the first area, so the first special symbol variation is mainly performed. Therefore, like the non-electric support state, a "one-type hit" may occur, but a "two-type hit" is not performed. However, unlike the non-electric support state, in the first electric support state, if a losing symbol is displayed in the first special symbol variation, the above-mentioned second electric support state, that is, the game state in which a jackpot game is most likely to be played, is not set, regardless of the type of the losing symbol.

[0312] For these reasons, in this gaming machine, the possibility of winning the jackpot game is highest in the second electric support state, next highest in the non-electric support state, and lowest in the first electric support state. Therefore, while in the past it was natural for the player to expect the electric support state to be set rather than the non-electric support state, in this gaming machine, a novel gameplay can be realized in which the player is made to expect the non-electric support state to be set rather than the first electric support state, which is one of the electric support states, and it is possible to increase the interest in the game.

[0313] <Amusement machine A2> <Summary> Subordinate to gaming machine A1. When the non-electric support state is set, it is possible to execute advantageous indication effects that suggest that the state is more advantageous than the first electric support state. <Claim format> In the gaming machine A1, During the setting of the non-electric support state, it is possible to execute an advantageous suggestion performance that suggests that the state is more advantageous than the first electric support state. A gaming machine characterized by:

[0314] In such a gaming machine, when the advantageous suggestion performance is executed, even if the non-electric support state is set, it is suggested that the advantageous state is more advantageous than the first electric support state, which is one of the electric support states. This can give the player a sense of surprise and increase the interest in the game.

[0315] <Amusement machine A3> <Summary> Subordinate to gaming machine A1 and gaming machine A2. When the "first number of times of getting stuck", which is the "number of times a losing symbol is stopped and displayed in the first special symbol fluctuation in the first electric support state", reaches the first ceiling number of times, the first electric support state is replaced with a non-electric support state. <Claim format> In gaming machine A1 or gaming machine A2, When the first jam count, which is the number of times that the losing symbol is stopped and displayed in the first special symbol fluctuation in the first electric support state, reaches the first ceiling count, the first electric support state is replaced with the non-electric support state. A gaming machine characterized by:

[0316] In such a gaming machine, when the "first number of times of stuck hits" reaches the first ceiling number in the first electric support state, the first electric support state ends and a non-electric support state is set. Here, as described above, the non-electric support state is a gaming state in which the possibility of a jackpot game being played is higher than in the first electric support state. For this reason, while it would be natural for a player to expect that the electric support state would not end in the past, in the first electric support state, in this gaming machine, a novel gameplay can be realized in which the player expects that the "first number of times of stuck hits" reaches the first ceiling number and the first electric support state (one of the electric support states) will end in the first electric support state, and it is possible to increase the interest in the game.

[0317] <Amusement machine A4> <Summary> Subordinate to gaming machines A1 to A3. When the "second number of times of getting stuck", which is the "number of times a losing symbol is stopped and displayed in the first special symbol fluctuation in the non-electric support state", reaches the second ceiling number of times, the non-electric support state is replaced with the second electric support state. <Claim format> In any one of the gaming machines A1 to A3, When the second number of times that the losing symbol is stopped and displayed by the first special symbol fluctuation in the non-electric support state reaches the second ceiling number of times, the non-electric support state is replaced with the second electric support state. A gaming machine characterized by:

[0318] In such a gaming machine, when the "second number of times of getting stuck" reaches the second ceiling number in the non-electric support state, the non-electric support state ends and the second electric support state is set. Here, as described above, the second electric support state is a gaming state in which the possibility of a jackpot game being played is higher than in the non-electric support state. Therefore, in the non-electric support state, it is possible to make the player expect that the "second number of times of getting stuck" will reach the second ceiling number, and it is possible to increase the interest in the game.

[0319] <Amusement machine A5> <Summary> Subordinate to gaming machine A1 and gaming machine A2. When the "first number of times of getting stuck", which is the "number of times a losing symbol is stopped and displayed in the first special symbol fluctuation in the first electric support state", reaches the first ceiling number of times, the first electric support state is replaced with a non-electric support state (same configuration as the gaming machine A3 described above). When the "second number of times of stuck play", which is "the number of times a losing symbol is stopped and displayed due to the first special symbol fluctuation in the non-electric support state", reaches the second ceiling number of times, the non-electric support state is replaced with the second electric support state (same configuration as the gaming machine A4 described above). In the first electric support state, it is possible to suggest the sum of "the number of times obtained by subtracting the number of times of the first jam from the number of times of the first ceiling" and "the number of times of the second ceiling." <Claim format> In gaming machine A1 or gaming machine A2, When the first jamming count, which is the number of times that the losing symbol is stopped and displayed due to the first special symbol fluctuation in the first electric support state, reaches the first ceiling count, the non-electric support state is set instead of the first electric support state, When the second number of times that the losing symbol is stopped and displayed by the first special symbol fluctuation in the non-electric support state reaches a second ceiling number of times, the non-electric support state is replaced with the second electric support state, In the first electric support state, it is possible to suggest the sum of the number of times obtained by subtracting the first jam number from the first ceiling number and the second ceiling number. A gaming machine characterized by:

[0320] In such a gaming machine, when the "first number of times of stuck" reaches the first ceiling number in the first electric support state, the first electric support state ends and a non-electric support state is set. Then, after the non-electric support state is set in this way, when the "second number of times of stuck" reaches the second ceiling number, the non-electric support state ends and a second electric support state is set. That is, after the first electric support state is set, if the "number of times that a losing pattern is stopped and displayed in the first special pattern change" is repeated, a non-electric support state in which the possibility of a jackpot game being played is higher than the first electric support state is set, and then a second electric support state in which the possibility of a jackpot game being played is higher than the non-electric support state is set. Therefore, by repeating the "number of times that a losing pattern is stopped and displayed in the first special pattern change", a novel playability in which the possibility of a jackpot game being played increases step by step can be realized, and it is possible to increase the interest in the game.

[0321] Furthermore, in this gaming machine, in the first electric support state, it is possible to suggest the sum of "the number of times obtained by subtracting the first number of stuck hits from the first ceiling number" and "the second ceiling number" (it does not suggest the number of times obtained by subtracting the first number of stuck hits from the first ceiling number itself). Therefore, in the first electric support state, the player is not made aware of the timing at which the non-electric support state (the game state to be set next) will be set after the first electric support state ends, but the player is made aware of the timing at which the second electric support state (a game state different from the game state to be set next) will be set after the non-electric support state ends, which realizes a novel gameplay and makes it possible to increase interest in the game.

[0322] <Amusement machine A6> <Summary> Subordinate to gaming machines A1 to A5. In the "1st special pattern change", the 1st electric support pattern and the 2nd electric support pattern can be displayed stopped as the electric support patterns. If the first electric support symbol is displayed stopped during the first special symbol change in the non-electric support state, the first electric support state is set. If the second electric support symbol is displayed stopped during the change of the first special symbol in the non-electric support state, the second electric support state is set. <Claim format> In any one of the gaming machines A1 to A5, In the first special pattern variation, the first electric support pattern and the second electric support pattern can be stopped and displayed as the electric support pattern, When the first electric support pattern is stopped and displayed due to the first special pattern change in the non-electric support state, the first electric support state is set, When the second electric support pattern is stopped and displayed due to the first special pattern change in the non-electric support state, the second electric support state is set. A gaming machine characterized by:

[0323] In such a gaming machine, in the non-electric support state, if the first electric support symbol is stopped and displayed by the first special symbol change, a first electric support state is set in which the possibility of a jackpot game being played is lower than in the non-electric support state, and if the second electric support symbol is stopped and displayed by the first special symbol change, a second electric support state is set in which the possibility of a jackpot game being played is higher than in the non-electric support state. Therefore, in the non-electric support state, depending on which of the first electric support symbol and the second electric support symbol is stopped and displayed by the first special symbol change, it is possible to realize a novel gameplay in which the possibility of a jackpot game being played is determined to be lower than the current game state or higher than the current game state, and it is possible to increase the interest in the game.

[0324] <Gaming machines B1 to B7 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 B7.

[0325] <Gaming machine B1> <Summary> The "probability of a favorable win, which is the possibility that a second winning game will be played as a winning game," is higher in the second period than in the first period. The first period may be followed by a prodromal period before the second period. The chances of winning are higher in the premonition period than in the first period. <Claim format> An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with As the winning game, at least a first winning game and a second winning game which is more advantageous to the player than the first winning game can be executed; The payout ratio, which is the ratio of the number of payouts to the number of game balls shot, is higher in the second period than in the first period. The probability of a favorable win, which is the probability that the second winning game will be played as the winning game, is also higher in the second period than in the first period. A gaming machine, The first period may be followed by a precursor period and then the second period, In the precursor period, the payout ratio is lower than in the second period, and the probability of a favorable win is higher than in the first period. A gaming machine characterized by:

[0326] In such a gaming machine, the payout ratio and the probability of winning are higher in the second period than in the first period, so if the first period is directly followed by the second period, the player will feel that he has lost out if the identification information is displayed in the winning state just before the second period (at the end of the first period). Therefore, the player will expect the identification information to be displayed in the winning state not immediately (at the end of the first period) but after the second period begins (not at the end of the first period) just before the second period (at the end of the first period). Therefore, if the identification information is displayed in the winning state just before the second period begins, the player's interest in the game will decrease.

[0327] In this regard, in the present gaming machine, the first period may be followed by a premonition period and then a second period. In other words, the timing just before the second period may be the premonition period rather than the first period. In this premonition period, the probability of a favorable hit is higher than in the first period, so it is possible to suppress the decline in interest in the game as described above.

[0328] <Gaming machine B2> <Summary> Subordinate to gaming machine B1. The first period and the precursor period are periods during which the game ball is launched so as to flow down the first area. The second period is a period during which the game ball is launched so as to flow down the second area. <Claim format> In the gaming machine B1, The first period and the precursor period are periods during which the game ball is launched so as to flow down a first area, The second period is a period during which the game ball is launched so as to flow down the second area. A gaming machine characterized by:

[0329] In such a gaming machine, the first period and the premonition period are periods during which the gaming ball is shot so as to flow down the first area, whereas the second period is a period during which the gaming ball is shot so as to flow down the second area. Therefore, the first period and the premonition period can be felt as if they are one period, and even though they are one period, it is possible to realize a novel gameplay in which the possibility of a favorable hit increases as the second period approaches, and it is possible to increase the interest in the game.

[0330] <Gaming Machine B3> <Summary> Subordinate to gaming machine B1. There are cases where "the second period begins after the first period and then a prodromal period" and cases where "the second period begins after the first period without a prodromal period." <Claim format> In the gaming machine B1, The second period may start after the first period via the precursor period, or the second period may start after the first period without passing through the precursor period. A gaming machine characterized by:

[0331] In such a gaming machine, not only the first period is followed by a premonition period before the second period starts, but also the first period is followed by a direct period without a premonition period. This makes it possible to diversify the possibility of winning at the timing just before the second period starts, and to increase the interest in the game.

[0332] <Gaming Machine B4> <Summary> Subordinate to gaming machine B3. During the first period, it is possible to execute a "performance that suggests whether the second period will start after a precursor period, or without a precursor period." <Claim format> In gaming machine B3, During the first period, a performance can be executed to suggest whether the second period will start after the precursor period or whether the second period will start without the precursor period. A gaming machine characterized by:

[0333] In such a gaming machine, there are cases where the second period starts after the first period through a premonition period, and cases where the second period starts after the first period (directly) without going through a premonition period, and it is possible to execute a performance suggesting whether or not the premonition period will pass during the first period. Here, in this gaming machine, the possibility of a favorable hit at the timing just before the second period differs depending on whether or not the premonition period will pass. Therefore, it is possible to attract the player's attention to the performance suggesting whether or not the premonition period will pass, and to increase the interest in the game.

[0334] <Amusement machine B5> <Summary> Subordinate to gaming machine B1. It indicates "the number of times that the identification information change has been performed since the start of the first period" not only during the first period but also during the subsequent precursor period. <Claim format> In the gaming machine B1, During the first period, the number of times the identification information change has been performed since the start of the first period is suggested, and during the precursor period, the number of times the identification information change has been performed since the start of the first period is suggested. A gaming machine characterized by:

[0335] In such a gaming machine, "the number of times the identification information has changed since the first period started" is indicated not only during the first period but also during the subsequent premonition period. This makes it possible to make the first period and the premonition period feel like one period, and even though they are one period, it is possible to realize a novel gameplay in which the possibility of winning advantageously increases as the second period approaches, thereby making it possible to increase interest in the game.

[0336] <Gaming machine B6> <Summary> Subordinate to gaming machine B1. There are two types of indications: 'During the first period, the number of times that identification information changes have been made since the start of the first period is suggested, and during the precursor period, the number of times that identification information changes have been made since the start of the first period is suggested,' and 'During the first period, the number of times that identification information changes have been made since the start of the first period is suggested, and during the precursor period, the number of times that identification information changes have been made since the start of the precursor period is suggested.' <Claim format> In the gaming machine B1, During the first period, the number of times the identification information change has been performed since the start of the first period is suggested, and during the precursor period, the number of times the identification information change has been performed since the start of the first period is suggested; During the first period, the number of times the identification information change has been performed since the start of the first period is suggested, and during the precursor period, the number of times the identification information change has been performed since the start of the precursor period is suggested. There is A gaming machine characterized by:

[0337] In such a gaming machine, during the first period, the "number of times that the identification information has changed since the start of the first period" is suggested, and during the subsequent premonition period, the "number of times that the identification information has changed since the start of the first period" is suggested as is, or the "number of times that the identification information has changed since the start of the premonition period" is suggested again. In this way, the first period and the premonition period can be made to feel like a single period, or the first period and the premonition period can be made to feel like separate periods, which can increase the interest in the game.

[0338] <Gaming machine B7> <Summary> Subordinate to gaming machine B1. During the premonition period, it is possible to execute a "performance that suggests the possibility of a favorable hit is higher than in the first period." <Claim format> In the gaming machine B1, During the precursor period, a performance suggesting that the probability of the advantageous hit is higher than that during the first period can be executed. A gaming machine characterized by:

[0339] In such a gaming machine, during the premonition period, i.e., just before the second period, it is possible to suggest that the probability of a beneficial hit is higher than in the first period. This makes it possible to further suppress the decline in interest in the game when the identification information is displayed in a specific manner just before the second period. [Industrial Applicability]

[0340] The present invention can be applied to gaming machines used in game halls. [Explanation of symbols]

[0341] 1... Pachinko machine (gaming machine), 24... first starting port, 25... second starting port, 28... large prize port, 35... small prize port (variable ball entry port), 38... specific port, 41... performance display device, 50... segment display unit, 200... main control board, 201... CPU (special pattern changing means, identification information changing means, large win game execution means, small win game execution means, win game execution means, game status setting means), 202... ROM, 220... sub-control board, 221... CPU.

Claims

1. An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with As the winning game, at least a first winning game and a second winning game which is more advantageous to the player than the first winning game can be executed; The payout ratio, which is the ratio of the number of payouts to the number of game balls shot, is higher in the second period than in the first period, The probability of a favorable win, which is the probability that the second winning game will be played as the winning game, is also higher in the second period than in the first period. A gaming machine, The first period may be followed by a precursor period and then by the second period, In the precursor period, the payout ratio is lower than in the second period, and the probability of a favorable win is higher than in the first period. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The first period and the precursor period are periods during which a game ball is launched so as to flow down a first area, The second period is a period during which the game ball is launched so as to flow down the second area. A gaming machine characterized by:

3. 2. The gaming machine according to claim 1, There is a case where the second period starts after the first period via the precursor period, and a case where the second period starts after the first period without passing through the precursor period. A gaming machine characterized by:

4. 4. The gaming machine according to claim 3, A performance indicating whether the second period will start after the precursor period or without the precursor period can be executed during the first period. A gaming machine characterized by:

5. 2. The gaming machine according to claim 1, During the first period, the number of times the identification information change has been performed since the start of the first period is suggested, and during the precursor period, the number of times the identification information change has been performed since the start of the first period is suggested. A gaming machine characterized by:

6. 2. The gaming machine according to claim 1, During the first period, the number of times the identification information change has been performed since the start of the first period is suggested, and during the precursor period, the number of times the identification information change has been performed since the start of the first period is suggested; During the first period, the number of times the identification information change has been performed since the start of the first period is suggested, and during the precursor period, the number of times the identification information change has been performed since the start of the precursor period is suggested. There is A gaming machine characterized by:

7. 2. The gaming machine according to claim 1, During the precursor period, a performance suggesting that the probability of the advantageous hit is higher than that during the first period can be executed. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2019170421A