Game machine

By introducing performance storage and setting functions into the game console, hit determination and game execution are performed based on the current set value, the problem of insufficient fun games after setting values ​​in the prior art is solved, and a richer gaming experience is achieved.

JP2025057905APending Publication Date: 2025-04-09SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023167740
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-28
Publication Date
2025-04-09

AI Technical Summary

Technical Problem

After setting the current setting value, existing game consoles cannot effectively improve the fun of the game.

Method used

By introducing functions such as performance storage, performance settings, hit decisions and hit game execution into the game console, players are allowed to select different performance settings and make hit decisions and game execution based on the current set value.

Benefits of technology

It enhances the fun of the game and provides a richer gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025057905000001_ABST
    Figure 2025057905000001_ABST
Patent Text Reader

Abstract

To provide a game machine that has a function (so-called setting change function) of setting a performance and can enhance interest in a game regarding the function.SOLUTION: In a game machine, multiple modes having mutually different change modes (transition modes) of a current setting value (current performance) are stored, and one mode from among the multiple modes (modes A to F) is set as a "current mode". Then, the "current setting value" is changed (shifted) in a change mode corresponding to the "current mode". In this manner, the "current setting value" is changed (shifted) in various modes according to the "current mode", thus realizing novel game properties of allowing a player to focus attention on not only the "current setting value" but also the "current mode", and hence enhancing interest in a game.SELECTED DRAWING: Figure 15
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] There are known gaming machines in which a game is played by shooting a game ball toward a game area formed on a game board. In such gaming machines, if a hit is determined in a hit determination, a bonus is given to the player. For example, there are gaming machines that perform a hit game in which a hit determination is performed when a game ball enters a start hole provided in the game area, and if the hit determination determines that a hit is determined, a variable ball entrance becomes in a ball entry state.

[0003] Among these gaming machines, there are some in which one of multiple setting values ​​is set as the current setting value when a predetermined operation is performed by an attendant at the game parlor. In such gaming machines, a hit determination is performed in which a hit is determined with a probability corresponding to the current setting value (the setting value set as the current setting value) (Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2010-200903 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, gaming machines capable of setting current setting values ​​as described above are well known technology to general players, and there has been a problem in that they do not sufficiently enhance interest in gaming.

[0006] The present invention has been made to solve the above-mentioned problems, and has an object to increase interest in gaming in a gaming machine in which a current setting value can be set. [Means for solving the problem]

[0007] In order to solve at least a part of the above-mentioned problems, the gaming machine of the present invention adopts the following configuration. A gaming machine in which a game is played by shooting a game ball toward a game area formed on a game board, A performance storage means for storing a plurality of types of performance; a performance setting means for setting one of the plurality of types of performance stored in the performance storage means as a current performance; A hit determination means for performing a hit determination based on the current performance; A decorative pattern variation means capable of executing a decorative pattern variation which is a variable display of a plurality of decorative patterns, and when the result of the winning judgment is a winning, causes the plurality of decorative patterns to be stopped and displayed in a specific combination by the decorative pattern variation; a winning game execution means for executing a winning game when the plurality of decorative symbols are stopped and displayed in the specific combination; Equipped with The game machine is capable of executing a power-on performance based on the power being turned on; The power-on performance can be used to suggest performance-related information that is information related to the performance. It is characterized by:

[0008] In addition, the gaming machine of the present invention is The decorative pattern can be displayed as the power-on effect, The performance-related information can be suggested by utilizing the display mode of the decorative pattern displayed as the power-on effect. This may also be the case.

[0009] In addition, the gaming machine of the present invention is a mode storage means for storing a plurality of modes each having a different change manner of the current performance; a current mode setting means for setting one mode from among the plurality of modes as a current mode; Equipped with The performance setting means changes the performance in a change manner corresponding to the current mode. This may also be the case.

[0010] In addition, the gaming machine of the present invention is The performance-related information may indicate the current mode. This may also be the case.

[0011] In addition, the gaming machine of the present invention is As the performance-related information, a performance that can be set as the current performance in the current mode can be suggested. This may also be the case.

[0012] In addition, the gaming machine of the present invention is As the performance-related information, a next performance, which is the performance that is next set as the current performance, can be suggested. This may also be the case.

[0013] In addition, the gaming machine of the present invention is The performance-related information can indicate a timing at which the current performance will be changed. This may also be the case. Effect of the Invention

[0014] According to the present invention, interest in gaming can be increased in a gaming machine in which a current setting value can be set. [Brief description of the drawings]

[0015] [Figure 1] FIG. 2 is a front view of the pachinko machine of the present embodiment. [Diagram 2] FIG. 2 is an explanatory diagram showing the surface configuration of the game board in this embodiment. [Diagram 3] 2 is a block diagram showing the configuration of a control circuit in the pachinko machine of the present embodiment. FIG. [Figure 4] FIG. 2 is an explanatory diagram showing the configuration of a segment display unit according to the present embodiment. [Diagram 5] An explanatory diagram showing the number of rounds of play in a jackpot game in this embodiment. [Figure 6] An explanatory diagram showing the gaming state after the big win game in this embodiment has ended. [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 the game control processing executed by the CPU of the main control board 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] 4 is a flowchart showing the performance control processing executed by the CPU of the sub-control board in this embodiment. [Figure 12] 10 is an explanatory diagram showing the processing corresponding to a received command by the CPU of the sub-control board of this embodiment. FIG. [Figure 13] FIG. 2 is an explanatory diagram showing "setting values" that can be set in this embodiment. [Figure 14] 13 is a flowchart showing a setting value transition process executed by a CPU of the main control board of the present embodiment. [Figure 15] FIG. 11 is an explanatory diagram showing "setting values" that are set corresponding to the "transition order" for each mode in the present embodiment. [Figure 16] 11 is an explanatory diagram showing how the "current mode," "current transition order," and "current setting value" are stored in this embodiment. FIG. [Figure 17] FIG. 11 is an explanatory diagram showing the “transition conditions” of the present embodiment. [Figure 18] 13 is an explanatory diagram showing the probability of each "reach pattern" being stopped and displayed for each "current setting value" and "current mode" in this embodiment. [Figure 19] This is an explanatory diagram showing the probability that the "reach pattern" for each "current mode" in this embodiment will be displayed in each color. [Figure 20] 13 is an explanatory diagram showing the "transitionable setting values" of the modes in this embodiment, and the probability that each "reach pattern" will be displayed stopped for each "current mode." [Figure 21]13 is an explanatory diagram showing the probability of each "reach symbol" being stopped and displayed for each "current transition order" in this embodiment. FIG. [Figure 22] 13 is an explanatory diagram showing the probability of each "reach pattern" being stopped and displayed for each "next setting value" in this embodiment. [Figure 23] This is an explanatory diagram showing the probability that the "reach pattern" will be displayed in each color for each "remaining number of transitions" and "remaining number of transition balls" in this embodiment. [Figure 24] 10 is an explanatory diagram showing the probability that the varying display of decorative patterns 41a, 41b, 41c for each "current setting value" and "current mode" in this embodiment will start (end) in a predetermined start order (end order). [Diagram 25] FIG. 13 is an explanatory diagram showing the probability that the variable display of decorative patterns 41a, 41b, and 41c for each "current transition order" and "next setting value" in this embodiment will start (end) in a specified start order (end order). [Figure 26] This is an explanatory diagram showing the probability that the varying display of decorative patterns 41a, 41b, and 41c for each "remaining number of transitions" and "remaining number of transition balls" in this embodiment will start (end) in a predetermined starting order (ending order). [Figure 27] FIG. 11 is an explanatory diagram showing that information related to the "setting transition function" is suggested by using the type of the "initial song" in this embodiment. [Figure 28] FIG. 11 is an explanatory diagram showing that information related to a "setting transition function" is suggested by utilizing the "song order" of the present embodiment. [Figure 29] FIG. 13 is an explanatory diagram showing that information related to a "setting transition function" is suggested by utilizing the "change condition" of this embodiment. [Diagram 30] FIG. 13 is an explanatory diagram showing the content of the "confrontation performance" in this embodiment. [Diagram 31] FIG. 2 is an explanatory diagram showing a “count display area” in the present embodiment. [Diagram 32] 11 is an explanatory diagram showing the changing manner of the "ball number display area" in this embodiment. FIG. [Diagram 33] 13 is an explanatory diagram showing the manner in which the "strike number display area" changes in this embodiment. FIG. [Diagram 34]An explanatory diagram showing the presentation performed as the "result presentation" in this embodiment. [Diagram 35] 1 is an explanatory diagram showing the expected probability of a jackpot corresponding to the number of "strike symbols" displayed and the number of "ball symbols" displayed in this embodiment. [Diagram 36] An explanatory diagram showing the expected probability of a jackpot corresponding to the display content of the "count display area" in this embodiment. [Figure 37] 13 is an explanatory diagram showing the probability of an increase in the number of displayed "out symbols" in this embodiment. [Figure 38] An explanatory diagram showing that information related to the "setting transition function" is suggested by utilizing the type of "confrontation presentation" in this embodiment. [Figure 39] An explanatory diagram showing that information related to the "setting transition function" is suggested by utilizing the types of "defeat effect" and "victory effect" in this embodiment. [Diagram 40] 13 is an explanatory diagram showing that information related to the "setting transition function" is suggested by utilizing the number of times the "process presentation" is executed and the display mode of the "count display area" in this embodiment. FIG. [Diagram 41] 13 is an explanatory diagram showing how the "image for use" and "reserved image" are displayed in this embodiment. FIG. [Diagram 42] 2 is an explanatory diagram conceptually showing the "memory status reflection area" of the RAM 223 of the sub-control board 220 of this embodiment. FIG. [Diagram 43] 13 is an explanatory diagram conceptually showing the process for displaying a "reserved image" in this embodiment. FIG. [Diagram 44] This is an explanatory diagram showing the expected probability of a jackpot corresponding to the colors of the ``relevant image'' and ``reserved image'' in this embodiment. [Diagram 45] This is an explanatory diagram showing that information related to the "setting transition function" is suggested by using the colors and shapes of the "image for use" and "on hold image" in this embodiment. [Figure 46] This is an explanatory diagram showing that information related to the "setting transition function" is suggested by utilizing the execution modes of the "relevant image movement performance" and "reserved image movement performance" in this embodiment. [Figure 47]An explanatory diagram showing the timing at which the "current setting value" in this embodiment transitions, and the display of a hold image suggesting the "next setting value". DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] In order to clarify the above-mentioned contents of the present invention, an embodiment in which the present invention is applied to a type of pachinko machine (game machine) called a "Seven Machine" or a "Digipachi" will be described. In the embodiment, unless otherwise specified, the right side of the pachinko machine as viewed from the front will be referred to as the "right" and the left side will be referred to as the "left."

[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. Setting value transition function: E-1.Current setting: E-2. Setting value transition function (function that transitions the current setting value): E-3. Setting value transition processing: E-4.Transition conditions: F. Suggested information regarding the setting value transition function: F-1. Use of reach symbols: F-1-1. "Current setting value" suggestions: F-1-2. "Current mode" suggestions: F-1-3. "Current setting value" and "Current mode" suggestions: F-1-4. Suggestions for "Settings that can be changed in the current mode": F-1-5. "Current Transition Order" Suggestions: F-1-6. "Staying at the highest setting value" and "Staying at the lowest setting value" suggestions: F-1-7. Suggestion for "next setting value": F-1-8. Suggestions for "transition timing": F-2. Use of the sequence of changes in decorative patterns: F-2-1. "Current setting value" suggestions: F-2-2. "Current mode" suggestions: F-2-3. "Current setting value" and "Current mode" suggestions: F-2-4. Suggestions for "Settings that can be changed in the current mode": F-2-5. "Current Transition Order" Suggestions: F-2-6. "Staying at highest setting value" and "Staying at lowest setting value" indications: F-2-7. Suggestion for "next setting value": F-2-8. Suggestions for "transition timing": F-3. Use of the display format of the distribution eye: F-4. Use of fixed display time: F-5. Use of music output format: F-5-1. Use of initial song types: F-5-2. Use of song order: F-5-3. Use of change conditions: F-5-4. Use of start conditions: F-6. Use of the execution mode of the confrontation performance: F-6-1. Use of different types of confrontation performance: F-6-2. Use of defeat animation types: F-6-3. Use of victory animation types: F-6-4. Use of the number of executions of process direction: F-6-5. Use of the display mode of the count display area: F-6-6. Use of execution time for cut-in effects: F-6-7. Use of cut-in effect execution frequency: F-7. Use of the display mode of the relevant image or reserved image: F-7-1. Use of color and shape of the image: F-7-2. Use of colors and shapes of reserved images: F-7-3. Use of the execution mode of "image movement performance for the relevant use": F-7-4. Use of the execution mode of "suspended image movement performance": F-7-5. Suggestion of execution timing of "Transition information suggestion performance": F-7-6. Pending change indication for current setting value transition: G-8. Timing of transition information suggestion: G-8-1.When powering on: G-8-2. During a jackpot game: G-8-3. Timing when transition condition is met: G-8-4. Other execution times:

[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. One end (the left side in FIG. 1) of the front frame 4 is pivotally supported relative to the middle frame 3. A game board 20 (see FIG. 2) is detachably attached to the front side of the middle frame 3, and when the front frame 4 is pivoted (opened) toward the front side of the pachinko machine 1 relative to the middle frame 3, the game board 20 is exposed. One end (the left side in FIG. 1) of the middle frame 3 is pivotally supported relative to the main frame 2. The main frame 2 is a substantially rectangular frame formed by assembling wooden plate-like members, and forms the outer frame of the pachinko machine 1.

[0019] A window 4a is formed in the approximate center of the front frame 4, and a transparent plate 4b such as a glass plate is fitted into this window 4a. A player can view the game area of ​​the game board 20 located at the back side through the window 4a (transparent plate 4b). A small window 4c is formed at the lower right of the window 4a in the front frame 4, and a transparent plate 4d such as a synthetic resin plate is fitted into this small window 4c. A player can view the segment display unit of the game board 20 located at the back side through the small window 4c (transparent plate 4d). The segment display unit is a display unit that displays information related to the game by a combination of multiple LEDs, which will be described in detail later.

[0020] An upper lamp 5a is provided above the window 4a in the front frame 4, a right side lamp 5b is provided on the right side of the periphery of the window 4a, and a left side lamp 5c is provided on the left side of the periphery of the window 4a. Upper speakers 6a are provided above the left and right sides of the window 4a in the front frame 4, and a lower speaker 6b is provided on the front surface of the lower part of the main body frame 2. The upper lamp 5a, right side lamp 5b, left side lamp 5c, upper speaker 6a, and lower speaker 6b are driven to enhance the presentation effects in the game.

[0021] An upper tray section 7 is provided below the window section 4a in the front frame 4. The upper tray section 7 stores game balls dispensed via the card unit 242 (see FIG. 3) and game balls paid out from the pachinko machine 1. A lower tray section 8 is provided below the upper tray section 7, and stores game balls dispensed in excess of the capacity of the upper tray section 7 and game balls paid out in excess of the capacity of the upper tray section 7.

[0022] A launch handle 9 is provided to the right of the lower tray 8 on the front frame 4. The rotation axis of the launch handle 9 is connected to a launcher unit 261 (see FIG. 3) mounted on the rear side of the launch handle 9. Game balls stored in the upper tray 7 are supplied to this launcher unit 261. When a player rotates the launch handle 9, the rotation is transmitted to the launcher unit 261, which rotates a launch motor built into the launcher unit 261, and launches game balls with strength according to the rotation angle.

[0023] Additionally, an effect button 10a that can be pressed by the player is provided on the edge of the upper tray 7, and a jog shuttle 10b that can be pressed or rotated (rotated) by the player is provided on the left side of the lower tray 8. These effect buttons 10a and jog shuttle 10b are both effect operation units (operation units) operated by the player, and when operated by the player when a predetermined condition is met, a predetermined game effect is performed.

[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 3. As shown in FIG. 2, a substantially circular game area 21 is formed in the center of the game board 20. Game balls launched from the launcher unit 261 (see FIG. 3) are released into the game area 21 through between the outer rail 22 and the inner rail 23, and flow down from the top to the bottom of the game area 21. The game area 21 is visible to the player through the window portion 4a of the front frame 4, so naturally, the game balls flowing down the game area 21 can also be seen by the player through the window portion 4a.

[0025] A performance opening 40, which is an opening with a decorated periphery, is provided in the approximate center of the play area 21, and a performance display device 41 made of a liquid crystal display is provided behind this performance opening 40. Various images for performance can be displayed on the display screen of the performance display device 41, and the player can view the display screen of the performance display device 41 through the performance opening 40.

[0026] Below the performance opening 40 (performance display device 41) in the game area 21, there is provided a first starting hole 24, which is a starting hole whose size is invariable (constant) and through which game balls can always enter. Game balls that enter the first starting hole 24 are guided to the back side of the game board 20 through a passage provided inside. A first starting hole sensor 24s (see FIG. 3) is provided in the internal passage of the first starting hole 24, and it is possible to detect game balls that enter the first starting hole 24.

[0027] In addition, below the first starting hole 24 in the game area 21, a second starting hole 25 is provided as a ball entry hole (starting hole) in which the possibility of a game ball entering the hole changes. That is, the second starting hole 25 has an opening and closing door 26 that can be rotated in the front and rear directions of the pachinko machine 1, and can be changed between a closed state in which the opening and closing door 26 is substantially upright and the game ball cannot enter (or is difficult to enter), and an open state in which the opening and closing door 26 is rotated to the front side of the pachinko machine 1 and the game ball can enter (or is easy to enter). In FIG. 2, the second starting hole 25 is shown in an open state. The game ball that enters the second starting hole 25 is guided to the back side of the game board 20 through a passage provided inside. A second starting hole sensor 25s (see FIG. 3) is provided in the passage inside the second starting hole 25, and the game ball that enters the second starting hole 25 can be detected.

[0028] In addition, a normal pattern activation gate 27 is provided to the right of the performance opening 40 (performance display device 41) in the game area 21, and a gate sensor 27s (see Figure 3) that detects the passage of a game ball is provided inside the normal pattern activation gate 27.

[0029] In addition, a large, substantially rectangular-shaped large prize winning hole 28 (variable ball winning hole) is provided to the right of the first starting hole 24 in the game area 21. The large prize winning hole 28 has an opening / closing door 29 that can be rotated in the front-rear direction of the pachinko machine 1, and can be changed between a closed state in which the opening / closing door 29 is substantially upright and game balls cannot enter, and an open state (ball-entering state) in which the opening / closing door 29 is rotated to the front side of the pachinko machine 1 and game balls can enter. FIG. 2 shows the large prize winning hole 28 in an open state. The game ball that enters the large prize winning hole 28 is guided to the back side of the game board 20 through a passage provided inside. A large prize winning hole sensor 28s (see FIG. 3) is provided in the passage inside the large prize winning hole 28, and can detect the game ball that enters the large prize winning hole 28.

[0030] In addition, around each of the above-mentioned gaming devices, there are provided a general ball entry port 30 through which gaming balls can enter, a windmill-shaped wheel 31 that affects the flow path of the gaming balls, and a number of obstacle nails (not shown). In addition, two outlets 33 are provided at the bottom of the gaming area 21, below the left and below the right of the second start port 25, and gaming balls that do not enter any of the above-mentioned first start port 24, second start port 25, big prize port 28, or general ball entry port 30 are discharged from the outlets 33 to the back side of the gaming board 20.

[0031] The first starting gate 24 mentioned above can be entered by a game ball flowing down the area to the left of the performance opening 40 (performance display device 41). In contrast, the second starting gate 25, the normal symbol activation gate 27, and the big prize opening 28 can be entered (or passed) by a game ball flowing down the area to the right of the performance opening 40 (performance display device 41). Hereinafter, launching a game ball so that it flows down the area to the left of the performance opening 40 (performance display device 41) is also referred to as a "left hit," and launching a game ball so that it flows down the area to the right of the performance opening 40 (performance display device 41) is also referred to as a "right hit." In the pachinko machine 1 of this embodiment, when a game ball enters either the first start port 24, the second start port 25, or the general ball entry port 30, three game balls are paid out to the player, and when a game ball enters the big prize port 28, ten game balls are paid out to the player.

[0032] A segment display unit 50 that displays information related to the game using a combination of LEDs is provided at the lower right of the game area 21 on the game board 20. The segment display unit 50 can be seen by the player through a small window 4c (see FIG. 1) provided in the front frame 4. The detailed display content of the segment display unit 50 will be explained in the "B. Game Content" section below.

[0033] 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.

[0034] The main control board 200 is connected to a first start port sensor 24s that detects a game ball that has entered the first start port 24, a second start port sensor 25s that detects a game ball that has entered the second start port 25, a big prize port sensor 28s that detects a game ball that has entered the big prize port 28, and a gate sensor 27s that detects a game ball that passes through a normal symbol operation gate. When a detection signal of a game ball is input from the first start port sensor 24s, the second start port sensor 25s, the big prize port sensor 28s, the gate sensor 27s, or the like, the CPU 201 of the main control board 200 transmits a command corresponding to the sensor that has received the detection signal to the sub-control board 220, the payout control board 240, the launch control board 260, or the like.

[0035] Also connected to the main control board 200 are a start port solenoid 26m for opening and closing the opening door 26 provided in the second start port 25 (for opening and closing the second start port 25), a large prize port solenoid 29m for opening and closing the opening door 29 provided in the large prize port 28 (for opening and closing the large prize port 28), a segment display unit 50, and the like. The CPU 201 of the main control board 200 controls these operations by transmitting drive signals to the start port solenoid 26m, the large prize port solenoid 29m, and the segment display unit 50.

[0036] The sub-control board 220 is connected to an image / sound control board 230, a lamp control board 226, and a performance operation board 228. When the CPU 221 of the sub-control board 220 receives various commands from the main control board 200, it analyzes the contents of the commands and performs a game performance according to the contents. That is, it performs a game performance by transmitting a command specifying an output image or an output sound to the image / sound control board 230 and transmitting a command specifying an emission pattern of the upper lamp 5a, the right side lamp 5b, and the left side lamp 5c (hereinafter also referred to as "various lamps 5a to 5c") to the lamp control board 226. In addition, when the CPU 221 of the sub-control board 220 detects a player's operation of the performance button 10a or the jog shuttle 10b (performance operation unit 10a, 10b) via the performance operation board 228, it performs a game performance corresponding to the operation.

[0037] The image and sound control board 230 includes a CPU 231, a ROM 232, a RAM 233, a VDP 234, an image ROM 236, and an audio ROM 237. The image and sound control board 230 is also connected to a performance display device 41, an amplifier board 224 for amplifying audio, and the like.

[0038] When the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it instructs the VDP 234 to display an image corresponding to the command. The VDP 234 reads image data (e.g., sprite data or video data) used to display the instructed image from the image ROM 236, generates an image, and outputs it to the display screen of the performance display device 41. When the CPU 231 of the image and audio control board 230 receives a command from the sub-control board 220, it reads audio data corresponding to the command from the audio ROM 237, and outputs audio based on the audio data from the upper speaker 6a and lower speaker 6b (hereinafter also referred to as "various speakers 6a, 6b") via the amplifier board 224.

[0039] 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.

[0040] 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.

[0041] B. Game Contents: In the pachinko machine 1 of this embodiment, the game proceeds as follows. When the launch handle 9 is rotated with game balls stored in the upper tray 7, the game balls stored in the upper tray 7 are supplied one by one to the launch unit 261 and launched into the game area 21 described above with reference to FIG. 2. The strength with which the game balls are launched corresponds to the rotation angle of the launch handle 9, so the player can make the game balls flow down to the desired area by changing the rotation angle of the launch handle 9. For example, the game balls can be launched so that they flow down the area to the left of the performance opening 40 (performance display device 41) (by hitting left), or the game balls can be launched so that they flow down the area to the right of the performance opening 40 (performance display device 41) (by hitting right).

[0042] <Special pattern change display> As described above with reference to FIG. 2, a game ball hit from the left can enter the first starting hole 24. When a game ball hit from the left enters the first starting hole 24 and the entered game ball is detected by the first starting hole sensor 24s, a predetermined judgment random number (such as a jackpot judgment random number described later) is obtained, and a jackpot judgment is performed to determine whether the game is a jackpot or a miss based on the judgment random number. Then, based on the result of this jackpot judgment, a first special pattern (hereinafter also referred to as the "first special pattern") is displayed in a variable manner and then stopped. Also, as described above with reference to FIG. 2, a game ball hit from the right can enter the second starting hole 25. When a game ball hit from the right enters the second starting hole 25 and the entered game ball is detected by the second starting hole sensor 25s, a predetermined judgment random number (such as a jackpot judgment random number described later) is obtained, and a jackpot judgment is performed to determine whether the game is a jackpot or a miss based on the judgment random number. Then, based on the result of this big win judgment, the second special symbol (hereinafter also referred to as "second special symbol") is displayed variably and then stopped. Here, the first special symbol and the second special symbol will be explained.

[0043] FIG. 4 is an explanatory diagram showing an enlarged view of the segment display section 50. As described above, the segment display section 50 is provided at the lower right of the play area 21 on the game board 20 (see FIG. 2), and the player can view the segment display section 50 through the small window section 4c (see FIG. 1) of the front frame 4. As shown in FIG. 4, the segment display section 50 is provided with a first special symbol display section 51 for displaying the first special symbol and a second special symbol display section 52 for displaying the second special symbol, and eight LEDs are arranged in each of these display sections. The first special symbol and the second special symbol (hereinafter, when there is no particular distinction between them, they are collectively referred to as "special symbols") are displayed variably by switching the LEDs that are turned on among the eight LEDs in each display section, and are displayed stationary by turning on a predetermined LED among the eight LEDs. In the pachinko machine 1 of this embodiment, 101 types of symbols, including jackpot symbols 1-100 and miss symbol 101, can be displayed as the first special symbol, and 101 types of symbols, including jackpot symbols 201-300 and miss symbol 301, can be displayed as the second special symbol. These types of symbols can be identified by the difference in the combination of the lit LEDs. If the result of the jackpot determination based on the game ball entering the first starting hole 24 (hereinafter also referred to as the "jackpot determination for the first special symbol") is a jackpot, the first special symbol is displayed as one of the jackpot symbols 1-100, and if the result of the jackpot determination for the first special symbol is a miss, the first special symbol is displayed as a miss symbol 101. In addition, if the result of the jackpot determination based on the game ball entering the second starting hole 25 (hereinafter also referred to as "jackpot determination for the second special chart") is a jackpot, the second special chart is displayed as one of the jackpot patterns 201-300, and if the result of the jackpot determination for the second special chart is a miss, the second special chart is displayed as a miss pattern 301. After the special chart (first special chart or second special chart) is thus displayed as a jackpot pattern or a miss pattern, a display is performed in which the pattern is displayed as stopped until a predetermined time has elapsed in order to confirm the stopped and displayed pattern (hereinafter also referred to as "confirmed display").In the following, the game from when the special pattern starts to change and display until the change display ends after a specified change time has elapsed and the special pattern is displayed as a winning pattern or a losing pattern, in other words, the game until the result of one change display is obtained, is also referred to as "pattern change game."

[0044] <Jackpot Game> When the first or second special symbol is stopped and displayed with any of the jackpot symbols, a jackpot game is started in which the jackpot opening 28 is opened and multiple rounds of play are played. As described above with reference to FIG. 2, a game ball shot from the right can enter the jackpot opening 28, so a right shot is played during the jackpot game.

[0045] In the pachinko machine 1 of this embodiment, the number of rounds in one big win game differs depending on the type of big win symbol stopped and displayed. That is, as shown in FIG. 5(a), when the first special chart is displayed with the jackpot pattern 1-50 (50% probability when the first special chart is displayed with the jackpot pattern), a 4-round jackpot game is played in which 4 rounds of play are played; when the first special chart is displayed with the jackpot pattern 51-90 (40% probability when the first special chart is displayed with the jackpot pattern), a 6-round jackpot game is played in which 6 rounds of play are played; when the first special chart is displayed with the jackpot pattern 91-94 (4% probability when the first special chart is displayed with the jackpot pattern), a 7-round jackpot game is played in which 7 rounds of play are played; and when the first special chart is displayed with the jackpot pattern 95-100 (6% probability when the first special chart is displayed with the jackpot pattern), a 16-round jackpot game is played in which 16 rounds of play are played. Also, as shown in FIG. 5(b), if the second special chart is displayed with a jackpot pattern of 201-250 (50% probability if the second special chart is displayed with a jackpot pattern), a 4-round jackpot game will be played; if the second special chart is displayed with a jackpot pattern of 251-290 (40% probability if the second special chart is displayed with a jackpot pattern), a 6-round jackpot game will be played; if the second special chart is displayed with a jackpot pattern of 291-294 (4% probability if the second special chart is displayed with a jackpot pattern), a 7-round jackpot game will be played; and if the second special chart is displayed with a jackpot pattern of 295-300 (6% probability if the second special chart is displayed with a jackpot pattern), a 16-round jackpot game will be played.

[0046] 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. Naturally, therefore, more game balls will be 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. This can be interpreted as being able to execute multiple jackpot games (specific games) with different degrees of advantage for the player.

[0047] During the execution of the jackpot game described above, the type of jackpot game being executed (number of rounds) is displayed on the round display section 55 of the segment display section 50. That is, as shown in Fig. 4, three LEDs are arranged on the round display section 55, and in this round display section 55, the left LED of the three LEDs is turned on to indicate that a 4-round jackpot game is being executed, the middle LED is turned on to indicate that a 6-round jackpot game is being executed, the right LED is turned on to indicate that a 7-round jackpot game is being executed, and all three LEDs are turned on to indicate that a 16-round jackpot game is being executed.

[0048] In the pachinko machine 1 of this embodiment, the big win judgment may be determined as a "small win", and when the big win judgment is determined as a "small win", the special symbol may be stopped and displayed as a small win symbol. When the special symbol is stopped and displayed as a small win symbol, a small win game may be played in which the big prize opening 28 is opened for a time shorter than the big win game (for example, 0.2 seconds).

[0049] <Special design reserved> When the game ball enters the first starting hole 24, as described above, the jackpot determination and the change display for the first special chart are performed, but these jackpot determination and change display are not performed immediately after the game ball enters the first starting hole 24, but the acquired judgment random number is temporarily stored as the first special chart reservation. Then, when a predetermined condition is established, the jackpot determination and the change display of the first special chart are performed based on the stored first special chart reservation. Such first special chart reservations are stored with an upper limit of four. The number of stored first special chart reservations (number of first special chart reservations) is displayed on the first special chart reservation display section 53 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are arranged in the first special chart reserved display unit 53, and in this first special chart reserved display unit 53, one of the two LEDs is turned on to indicate that the number of first special charts reserved is one, two LEDs are turned on to indicate that the number of first special charts reserved is two, one LED is flashed to indicate that the number of first special charts reserved is three, and two LEDs are flashed to indicate that the number of first special charts reserved is four.

[0050] Also, when the game ball enters the second starting hole 25, as described above, the jackpot determination and the variable display of the second special chart are performed, but these jackpot determination and variable display are not performed immediately after the game ball enters the second starting hole 25, but the acquired judgment random number is temporarily stored as the second special chart reservation. Then, when a predetermined condition is established, the jackpot determination and the variable display of the second special chart are performed based on the stored second special chart reservation. Such second special chart reservations are also stored with an upper limit of four. The number of stored second special chart reservations (number of second special chart reservations) is displayed on the second special chart reservation display section 54 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are also arranged in the second special chart reserved display unit 54, and in this second special chart reserved display unit 54, one of the two LEDs is turned on to indicate that the number of second special charts reserved is one, two LEDs are turned on to indicate that the number of second special charts reserved is two, one LED is flashing to indicate that the number of second special charts reserved is three, and two LEDs are flashing to indicate that the number of second special charts reserved is four.

[0051] In the pachinko machine 1 of this embodiment, even if the first special pattern reserve or the second special pattern reserve is stored during the variable display of any special pattern, during the fixed display of any special pattern, or during a jackpot game, the jackpot judgment and the variable display for these reserves are not performed. In addition, when only the first special pattern reserve is stored among the first special pattern reserve and the second special pattern reserve, the jackpot judgment and the variable display for the first special pattern reserve stored first are performed, but when the second special pattern reserve is stored, the jackpot judgment and the variable display for the second special pattern reserve stored first are performed regardless of whether the first special pattern reserve is stored or not. In other words, the second special pattern is displayed in preference to the first special pattern (has a so-called priority variable function for the second special pattern). In addition, in this specification, when the first special pattern reserve and the second special pattern reserve are not particularly distinguished from each other, they are also collectively referred to as "special pattern reserve".

[0052] <Normal symbol variation display, normal symbol winning game> As described above with reference to FIG. 2, the normal symbol operation gate 27 allows a game ball hit to pass through it when it is hit to the right. When the game ball hit to the right passes through the normal symbol operation gate 27 and is detected by the gate sensor 27s, a predetermined judgment random number (a normal symbol hit judgment random number described later) is obtained, and a normal symbol hit judgment is performed to judge whether the normal symbol hits or misses based on the judgment random number. Then, based on the result of this normal symbol hit judgment, the normal symbol is displayed in a variable manner and then displayed as a stop. As shown in FIG. 4, the segment display unit 50 is provided with a normal symbol display unit 56 that displays normal symbols, and two LEDs are arranged in the normal symbol display unit 56. The normal symbol is displayed in a variable manner by switching the LED that is turned on among the two LEDs in the normal symbol display unit 56, and is displayed as a stop by turning on a predetermined LED among the two LEDs. In the pachinko machine 1 of this embodiment, two types of patterns can be displayed as normal patterns: a normal winning pattern in which the left LED of the two LEDs is lit, and a normal losing pattern in which the right LED is lit. If the result of the normal winning judgment is a normal winning pattern, the normal pattern is displayed as a normal winning pattern, and if the result of the normal winning judgment is a normal losing pattern, the normal pattern is displayed as a normal losing pattern. When the normal pattern is displayed as a winning pattern or a losing pattern in this way, a display (confirmation display) is performed in which the pattern is displayed as a stopped pattern until a predetermined time has elapsed in order to confirm the pattern displayed as a stopped pattern. Then, when the normal pattern is displayed as a normal winning pattern, a normal winning game is performed in which the second starting hole 25 is opened and then closed.

[0053] <Reserved normal design> When the game ball passes through the normal symbol operation gate 27, a normal symbol hit judgment and a normal symbol variation display are performed, but these normal symbol hit judgment and variation display are not performed immediately after the game ball passes through the normal symbol operation gate 27, but the acquired judgment random number is temporarily stored as a normal symbol reserve. Then, when a predetermined condition is met, a normal symbol hit judgment and a normal symbol variation display are performed based on the stored normal symbol reserve. Such normal symbol reserves are also stored with an upper limit of four. The number of stored normal symbol reserves (normal symbol reserve number) is displayed on the normal symbol reserve display unit 57 of the segment display unit 50. That is, as shown in FIG. 4, two LEDs are arranged on the normal symbol reserve display unit 57, and in this normal symbol reserve display unit 57, one of the two LEDs is turned on to indicate that the number of normal symbols is one, two LEDs are turned on to indicate that the number of normal symbols is two, one LED is blinking to indicate that the number of normal symbols is three, and two LEDs are blinking to indicate that the number of normal symbols is four. In addition, in the pachinko machine 1 of this embodiment, if a regular symbol reserve is stored, unless the regular symbol variation display is in progress, the regular symbol confirmation display is in progress, or a regular symbol winning game is in progress, a regular symbol winning judgment and regular symbol variation display will be performed for the regular symbol reserve that was stored first.

[0054] <Game Status> Here, in the pachinko machine 1 of this embodiment, a game state related to the probability of being determined as a jackpot in the jackpot judgment (also referred to as "jackpot probability" in this specification) and a game state related to the frequency of game balls entering the second starting hole 25 are appropriately set. Among these, the game state related to the jackpot probability is set to a "low probability state with a low jackpot probability" or a "high probability state with a higher jackpot probability than the low probability state." In addition, the game state related to the frequency of game balls entering the second starting hole 25 is set to a "non-electric support state with a low frequency of game balls entering the second starting hole 25" or a "electric support state with a high frequency of game balls entering the second starting hole 25."

[0055] The setting of the above-mentioned game state will be explained with reference to Fig. 6. Since these game states are set after the big win game ends, Fig. 6 also shows the number of rounds of play described above with reference to Fig. 5. Also, in Fig. 6, the "high probability number of times" is the number of pattern-changing games (variable display of special patterns) that can be executed in a state where the high probability state is set, and the "electric support number of times" is the number of pattern-changing games (variable display of special patterns) that can be executed in a state where the electric support state is set.

[0056] In the pachinko machine 1 of this embodiment, even if any jackpot game is played, the high probability state and the electric support state are both set after the jackpot game ends, but the number of electric support times differs depending on the type of jackpot symbol that triggered the start of the jackpot game. That is, as shown in Figure 6 (a) (b), the high probability number of times is set to 6 times regardless of which jackpot symbol is stopped and displayed. In contrast, as shown in FIG. 6(a), the number of electric support times is set to 25 times when the first special chart stops and displays the jackpot pattern 1 to 45 (with a 45% probability when the first special chart stops and displays the jackpot pattern), set to 50 times when the first special chart stops and displays the jackpot pattern 46 to 50, 51 to 90, or 91 to 94 (with a 5%+40%+4%=49% probability when the first special chart stops and displays the jackpot pattern), and set to 100 times when the first special chart stops and displays the jackpot pattern 95 to 100 (with a 6% probability when the first special chart stops and displays the jackpot pattern). Also, as shown in FIG. 6(b), if the second special chart is displayed with the jackpot pattern 201-245, the number of times is set to 25 (45% probability if the second special chart is displayed with the jackpot pattern), if the second special chart is displayed with the jackpot pattern 246-250, 251-290, or 291-294, the number of times is set to 50 (5%+40%+4%=49% probability if the second special chart is displayed with the jackpot pattern), and if the second special chart is displayed with the jackpot pattern 295-300, the number of times is set to 100 (6% probability if the second special chart is displayed with the jackpot pattern).

[0057] In addition, if the number of high probability times is set to six and then the pattern change play (display of the change of special patterns) is performed six times, the high probability state ends, and the low probability state is set while the electric support state is set. In addition, if the number of pattern change games (display of the change of special patterns) is performed the same number of times as the number of electric support times after the electric support times are set to 25, 50, or 100, the electric support state ends and the non-electric support state is set. Since the electric support state is more advantageous for the player than the non-electric support state, the player can expect that more electric support times will be set.

[0058] Here, the segment display unit 50 is provided with an electric support display unit 58 that indicates that the above-mentioned electric support state is being set. That is, as shown in FIG. 4, the electric support display unit 58 has three LEDs arranged therein, and while the electric support state is being set, the three LEDs are lit to indicate that the electric support state is being set. Also, as shown in FIG. 4, the segment display unit 50 is provided with a right-hit display unit 59 that indicates that a right hit is to be performed. During the setting of the electric support state, the frequency of game balls entering the second starting hole 25 is high, and the second starting hole 25 can receive game balls hit from the right, so that it is beneficial for the player to perform a right hit while the electric support state is being set. Also, since the big prize opening 28 can also receive game balls hit from the right, it is beneficial for the player to perform a right hit even during a big win game. Therefore, during the setting of the electric support state and during a big win game, it is indicated that a right hit is to be performed by lighting two LEDs arranged in the right hit display unit 59.

[0059] <Display contents of the performance display device 41> The progress of the game as described above is mainly performed by the CPU 201 of the main control board 200. In the pachinko machine 1 of this embodiment, in accordance with the progress of the game as described above, a performance is performed in which various images are displayed on the performance display device 41. Such a performance is mainly performed by the CPU 221 of the sub-control board 220.

[0060] 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 special symbol or the second special symbol. That is, in synchronization with the start timing of the variable display (pattern change game) of the special symbol (first special symbol or second special symbol), the performance display device 41 starts the variable display of the three decorative symbols 41a, 41b, 41c. After that, the variable display of the decorative symbols 41a, 41b, 41c is performed in various modes until the variable time of the special symbol has elapsed. Then, in synchronization with the end timing of the variable display of the special symbol (stop display of the special symbol), the variable display of the decorative symbols 41a, 41b, 41c ends. In the pachinko machine 1 of this embodiment, it is possible to display symbols (symbols indicating 1 to 9) that are designed with nine numbers from "1" to "9" as decorative symbols.

[0061] FIG. 7(a) conceptually shows three decorative symbols 41a, 41b, and 41c being displayed in a variable manner at the same time. When a predetermined time has elapsed since the variable display started, for example, the left decorative symbol 41a is displayed as a stopped symbol first, then the right decorative symbol 41c is displayed as a stopped symbol, and finally the center decorative symbol 41b is displayed as a stopped symbol. The combination of the three decorative symbols 41a, 41b, and 41c displayed as a stopped symbol on the performance display device 41 is configured to correspond to the special symbol (first special symbol or second special symbol) displayed as a stopped symbol on the first special symbol display unit 51 or the second special symbol display unit 52 described above. For example, when the first special symbol or the second special symbol is displayed as a jackpot symbol, the three decorative symbols 41a, 41b, and 41c on the performance display device 41 are displayed as a symbol combination of the same symbol (hereinafter also referred to as "double numbers"). In addition, when the first or second special symbol is stopped and displayed as a miss pattern, the three decorative symbols 41a, 41b, and 41c are stopped and displayed as a pattern combination that is not the same (hereinafter also referred to as "variable patterns"). The decorative symbols 41a, 41b, and 41c that are stopped and displayed are in a stopped and displayed state (confirmed and displayed) until the fixed display time of the special symbol has elapsed.

[0062] 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 looking at the screen of the performance display unit 41. Therefore, as shown in FIG. 7(b), if the left decorative pattern 41a, which is first displayed on the display screen of the effect display device 41, and the right decorative pattern 41c, which is subsequently displayed, are the same pattern, the middle decorative pattern 41b, which is last displayed, also stops with the same pattern, and the player will focus on the variable display of the decorative patterns (pattern variable effect) wondering if "a big win game will start." In this way, the effect performed in a state where two decorative patterns (decorative patterns excluding one decorative pattern among multiple decorative patterns) are stopped with the same pattern (a pattern that can be a repeat) and the last decorative pattern (one decorative pattern) is displayed in a variable manner is called a "reach effect," and it is possible to increase the interest in the game by generating this reach effect. The CPU 221 of the sub-control board 220 that executes the reach effect can also be regarded as a "reach effect execution means."

[0063] 7, the bottom of the display screen of the performance display device 41 displays a "reserved image" indicating that a special symbol reservation is stored and a "relevant image" indicating that the special symbol (decorative symbol 41a, 41b, 41c) is being displayed. The "reserved image" and the "relevant image" will be explained in detail later.

[0064] C. Game control processing: 8 is a flowchart showing an outline of the game control process performed by the CPU 201 of the main control board 200 as control related to the progress of the game. The game control process is performed by the CPU 201 of the main control board 200 based on a timer interrupt that occurs at a predetermined cycle (for example, every 4 ms). The game progress control process performed by the CPU 201 of the main control board 200 will be explained below according to the flowchart. Note that in the following explanation, explanations of well-known processes such as the initialization process of the CPU 201, the interrupt prohibition process, and the interrupt permission process will be omitted.

[0065] <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 drives the payout motor 243 to pay out game balls.

[0066] <Input processing> The CPU 201 of the main control board 200 then performs input processing (S200). As described above, in the pachinko machine 1 of this embodiment, when a game ball enters the first start hole 24, the second start hole 25, or the general ball entry hole 30, three game balls are paid out, and when a game ball enters the big prize entry hole 28, ten game balls are paid out. In the input processing (S200), the sensors that detect these ball entries (the first start hole sensor 24s, the second start hole sensor 25s, the big prize entry hole sensor 28s, etc.) determine whether or not a game ball has been detected. As a result, when a game ball has been detected, a payout command indicating the number of game balls to be paid out is stored in the output buffer described above. The payout command stored in the output buffer in this way is transmitted to the payout control board 240 in the next output processing (S100).

[0067] <Random number update process> The CPU 201 of the main control board 200 then performs a random number update process (S300). As described above, in the pachinko machine 1 of this embodiment, the jackpot determination and the normal jackpot determination are performed based on a predetermined determination random number. In detail, the jackpot determination is performed based on the "jackpot determination random number", and the normal jackpot determination is performed based on the "normal jackpot determination random number". In addition, the variable display of the special symbol in the pachinko machine 1 of this embodiment is performed based on a variable pattern to be described later, and this variable pattern is selected based on a "variation pattern selection random number". In addition, in the pachinko machine 1 of this embodiment, when the jackpot determination result is a jackpot, one of 100 types of jackpot symbols (jackpot symbols 1 to 100 or jackpot symbols 201 to 300) is stopped and displayed, and the type of this jackpot symbol is selected based on a "symbol selection random number". In the random number update process (S300), these random numbers are updated. In addition, these random numbers may be updated not only in the random number update process (S300) but also during the period from the end of the game control process to the start of the next game control process (the next timer interrupt). Also, a dedicated circuit for updating random numbers may be provided, and the random numbers may be updated by this dedicated circuit.

[0068] <Start port etc. sensor detection processing> The CPU 201 of the main control board 200 then performs a start port etc. sensor detection process (S400). In this start port etc. sensor detection process (S400), a process for storing the normal symbol reservation, the first special symbol reservation, and the second special symbol reservation is performed. That is, the CPU 201 of the main control board 200 first judges whether the game ball has passed through the normal symbol activation gate 27 based on the detection result of the gate sensor 27s. As a result, if the game ball has passed through the normal symbol activation gate 27, it judges whether the number of normal symbol reservations has reached the upper limit of four. Then, if the number of normal symbol reservations has not reached four, it acquires a normal symbol hit determination random number and stores the normal symbol hit determination random number as a normal symbol reservation. The normal symbol reservations are stored in a normal symbol reservation storage area secured in the RAM 203 so that the order of storage can be identified. In addition, if the game ball has not passed through the normal symbol activation gate 27 or if the number of normal symbol reservations has already reached four, no new normal symbol reservations are stored.

[0069] After the process for storing the reserved normal symbols is performed in this way, it is next judged whether or not the game ball has entered the first starting hole 24 based on the detection result of the first starting hole sensor 24s. As a result, if the game ball has entered the first starting hole 24, it is judged whether or not the number of reserved first special symbols has reached the upper limit of four. Then, if the number of reserved first special symbols has not reached four, a jackpot determination random number, a variable pattern selection random number, and a design selection random number are obtained, and these random numbers are stored as the reserved first special symbols. The reserved first special symbols are stored in a reserved first special symbol storage area secured in the RAM 203 so that the order of storage can be identified.

[0070] 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 (variable display of special patterns) 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 state of the variable display and performance (pattern variable game and pattern variable performance based on the first special chart reservation) based on the first special chart reservation. For example, even before the variable display based on the first special chart reservation is performed, it is possible to determine whether or not the jackpot pattern is stopped and displayed (whether or not the jackpot game is started) and whether or not the reach performance is performed when the variable display based on the first special chart reservation is performed. Such a judgment is called a pre-judgment, and in the pachinko machine 1 of this embodiment, when the first special symbol reservation is stored, a pre-judgment is performed on the first special symbol reservation, and the pre-judgment result is stored in association with the first special symbol reservation. In this way, when the first special symbol reservation is stored and the pre-judgment result on the first special symbol reservation is stored, a pre-judgment result command indicating this pre-judgment result is stored in the output buffer of the RAM 203. The pre-judgment result command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the pre-judgment result of the first special symbol reservation. Note that if the game ball has not entered the first starting hole 24 or if the number of first special symbol reservations has already reached four, a new first special symbol reservation is not stored and no pre-judgment is performed.

[0071] After the process for storing the first special symbol reservation is performed in this way, it is next judged whether the game ball has entered the second start hole 25 based on the detection result of the second start hole sensor 25s. As a result, if the game ball has entered the second start hole 25, it is judged whether the number of second special symbols reserved has reached the upper limit of four. If the number of second special symbols reserved has not reached four, the jackpot judgment random number, the variable pattern selection random number, and the pattern selection random number are obtained and these random numbers are stored as the second special symbol reservation. The second special symbol reservation is stored in a second special symbol reservation storage area secured in the RAM 203 so that the order of storage can be identified. After storing the second special symbol reservation in this way, a pre-determination similar to that described above is performed on the second special symbol reservation, and the pre-determination result is stored in association with the second special symbol reservation. After storing the second special symbol reservation and storing the pre-determination result for the second special symbol reservation in this way, a pre-determination result command indicating this pre-determination result is stored in the output buffer of the RAM 203. The pre-determination result command stored in the output buffer in this way is also sent to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the pre-determination result of the second special symbol reservation. If the game ball has not entered the second start hole 25 or if the number of second special symbols reserved has already reached four, no new second special symbols are stored and no pre-determination is performed.

[0072] <Normal operation process> The CPU 201 of the main control board 200 then performs a normal operation process (S500). In this normal operation process (S500), a process is performed to change the normal symbol and to play a normal winning game. That is, the CPU 201 of the main control board 200 first judges whether or not the game is a normal winning game, a normal symbol is being changed, or a normal symbol is being determined. As a result, if the game is not a normal winning game, a normal symbol is being changed, or a normal symbol is being determined, the CPU 201 judges whether or not a normal symbol is stored in the above-mentioned normal symbol reserve memory area. As a result, if a normal symbol is stored in the normal symbol reserve memory area, the CPU 201 reads out the normal symbol reserve that was stored first among the stored normal symbol reserves. Then, the CPU 201 performs a normal symbol winning judgment based on the read normal symbol reserve, i.e., the normal symbol winning judgment random number.

[0073] After the normal winning judgment is performed, it is judged whether the result of the normal winning judgment is a normal winning or not. If the result of the normal winning judgment is a normal winning, the normal winning pattern is stored as the pattern (stop pattern) to be displayed in the normal pattern variable display this time. In other words, it is stored that the left LED (see FIG. 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display this time. On the other hand, if the result of the normal winning judgment is a normal missing, the normal missing pattern is stored as the pattern (stop pattern) to be displayed in the normal pattern variable display this time. In other words, it is stored that the right LED (see FIG. 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display this time.

[0074] In this way, when it is stored that the left LED of the normal pattern display unit 56 is turned on or the right LED of the normal pattern display unit 56 is turned on as a result of the normal pattern change display this time, the normal pattern change time is set and the normal pattern change display is started. Then, the normal pattern reserve that was the subject of this normal pattern hit judgment is erased from the normal pattern reserve memory area.

[0075] The above describes the processing when the normal pattern is not being played, the normal pattern is not being changed, and the normal pattern is not being confirmed. On the other hand, when the normal pattern is being changed, it is determined whether the change time of the normal pattern has elapsed. As a result, when it is determined that the change time has elapsed, the normal pattern being changed is displayed in a stopped state in a previously stored manner. That is, when the result of the normal pattern hit judgment is a normal pattern hit, the left LED of the normal pattern display unit 56 is turned on (the normal pattern hit is stopped and displayed), and when the result of the normal pattern hit judgment is a miss, the right LED of the normal pattern display unit 56 is turned on (the miss pattern is stopped and displayed). When the normal pattern is stopped and displayed in this way, the confirmation display of the normal pattern starts, so the confirmation display time of the normal pattern is set.

[0076] The above describes the process when the normal symbol is being displayed in a variable manner. On the other hand, when the normal symbol is being displayed in a fixed manner, it is determined whether the fixed display time has elapsed. If the fixed display time has elapsed, it is determined whether the normal symbol that has been stopped (fixed display) this time is a normal winning symbol (the LED to the left of the normal symbol display unit 56 is lit). If the normal symbol that has been stopped is a normal winning symbol, the opening pattern (number of times of opening, opening time, closing time, etc.) of the second start hole 25 in the normal winning game is set, and then the normal winning game is started.

[0077] The above describes the process when the normal symbol is being displayed. On the other hand, when the normal symbol is being played, the start hole solenoid 26m is controlled to operate the opening and closing door 26 so that the second start hole 25 is in the open / closed state according to the above-mentioned opening pattern. Then, when the control according to this opening pattern is completed, the normal symbol play is completed.

[0078] As described above with reference to Fig. 6, in the pachinko machine 1 of this embodiment, the game state related to the frequency of game balls entering the second starting hole 25 is set to a "non-electric support state in which the frequency of game balls entering the second starting hole 25 is low" or an "electric support state in which the frequency of game balls entering the second starting hole 25 is high". The setting of such a non-electric support state and an electric support state is realized as follows.

[0079] That is, in the electric support state, the probability that the result of the normal pattern hit judgment is a normal pattern hit (normal pattern hit probability) is higher, the normal pattern fluctuation time (normal pattern fluctuation time) is shorter, and the opening time of the second start hole 25 in the normal pattern hit game is set longer than in the non-electric support state. Therefore, in the electric support state, the second start hole 25 opens frequently and the period in the open state is longer than in the non-electric support state, so the frequency of game balls entering the second start hole 25 is higher (high frequency state). For example, when the non-electric support state is set, the normal pattern hit probability is set to 1 in 100 (a 1 in 100 random number among the normal pattern hit judgment random numbers that can be obtained as normal pattern reserve is set to a normal pattern hit), the normal pattern fluctuation time is set to 20 seconds, and the opening time of the second start hole 25 in the normal pattern hit game is set to 0.3 seconds (0.1 seconds x 3 times opening). In contrast, when the electric support state is set, the probability of a normal winning is set to 99 out of 100 (99 out of 100 random numbers among the normal winning determination random numbers that can be obtained as normal winning reserves are set to be normal winnings), the normal winning fluctuation time is set to 1 second, and the opening time of the second starting hole 25 in a normal winning game is set to 4.5 seconds (1.5 seconds x 3 openings).

[0080] <Special Action Processing> The CPU 201 of the main control board 200 then performs a special operation process (S600). In this special operation process (S600), a process is performed to change the display of the special symbol (first special symbol or second special symbol) or to execute a jackpot game. That is, the CPU 201 of the main control board 200 first judges whether or not the jackpot game is being played, the special symbol (first special symbol or second special symbol) is being changed, or the special symbol (first special symbol or second special symbol) is being fixed. As a result, if the jackpot game is not being played, the special symbol is not being changed, or the special symbol is not being fixed, the CPU 201 judges whether or not the second special symbol reservation is stored in the second special symbol reservation memory area. As a result, if the second special symbol reservation is stored in the second special symbol reservation memory area, the CPU 201 reads out the second special symbol reservation (jackpot determination random number, change pattern selection random number, symbol selection random number) that was stored first among the stored second special symbol reservations. Then, a jackpot determination is made based on the jackpot determination random number contained in the second special chart reservation that was read out.

[0081] On the other hand, if the second special chart reserved memory area does not store the second special chart reserved, it is determined whether the first special chart reserved memory area stores the first special chart reserved. If the first special chart reserved memory area stores the first special chart reserved, the first special chart reserved (jackpot determination random number, pattern selection random number, variation pattern selection random number) stored first among the stored first special chart reserved is read. Then, a jackpot determination is performed based on the jackpot determination random number included in the read first special chart reserved.

[0082] Here, as described above with reference to FIG. 6, in the pachinko machine 1 of this embodiment, the game state related to the probability of being determined as a jackpot in the jackpot determination (jackpot probability) is set to a "low probability state with a low jackpot probability" or a "high probability state with a higher jackpot probability than the low probability state". Such a low probability state or high probability state is set as follows. When the low probability state is set, the first number of random numbers among the jackpot determination random numbers that can be obtained as the first special chart reservation or the second special chart reservation is set as a jackpot. On the other hand, when the high probability state is set, the second number of random numbers that is greater than the first number among the jackpot determination random numbers that can be obtained as the first special chart reservation or the second special chart reservation is set as a jackpot. The actual jackpot probability will be described later.

[0083] In this way, when the jackpot determination is performed for the first special symbol reservation or the second special symbol reservation, it is determined whether the result of the jackpot determination is a jackpot. As a result, if the result of the jackpot determination is a jackpot, the type of jackpot symbol to be displayed in the variable display (variable symbol game) of the current special symbol is selected based on the symbol selection random number included in the first special symbol reservation or the second special symbol reservation read out this time. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the jackpot symbols 1 to 100 can be displayed as the first special symbol, and the jackpot symbols 201 to 300 can be displayed as the second special symbol. Therefore, when the first special symbol reservation is read out, the jackpot symbol corresponding to the symbol selection random number read out as the first special symbol reservation is selected as the symbol to be displayed in the stopped state by referring to the symbol selection table (not shown) in which the symbol selection random numbers are assigned to the jackpot symbols 1 to 100. In addition, when the second special symbol reservation is read, the symbol selection table in which the symbol selection random numbers are assigned to the jackpot symbols 201 to 300 is referenced, and the jackpot symbol corresponding to the symbol selection random number read as the second special symbol reservation is selected as the symbol to be stopped and displayed. The symbol selection table is pre-stored in the ROM 202 of the main control board 200.

[0084] On the other hand, when the result of the jackpot determination is a miss, if the first special reserved symbol is read out, the miss symbol 101 is selected as the symbol to be stopped and displayed, and if the second special reserved symbol is read out, the miss symbol 301 is selected as the symbol to be stopped and displayed. The jackpot symbol and the miss symbol selected as the symbol to be stopped and displayed are stored in the stop symbol storage area secured in the RAM 203.

[0085] After selecting the symbol to be displayed in this way, the change pattern of the special symbol change display (symbol change game) is selected. The change pattern is the time (change time) from when the special symbol (first special symbol or second special symbol) starts to change and when it stops, and each change pattern is assigned information (change pattern ID) to distinguish it from other change patterns. The change pattern selection table is referenced in the process of selecting the change pattern. As shown in FIG. 9, the change pattern selection table is a table in which a change pattern selection random number is assigned to a plurality of change patterns (change pattern ID, change time). In the process of selecting the change pattern, the change pattern corresponding to the change pattern selection random number read this time as the first special symbol reserved or the second special symbol reserved in this change pattern selection table is determined as the change pattern for this time. Therefore, the probability that each change pattern is selected is determined by the ratio of random numbers assigned to each change pattern among the change pattern selection random numbers that can be obtained.

[0086] The variation pattern selected in this way is transmitted to the sub-control board 220 as a variation pattern designation command described later. When the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it recognizes the variation pattern of the current symbol variation game based on the variation pattern designation command, and executes the symbol variation presentation with a presentation pattern based on the variation pattern.

[0087] In the process of selecting the above-mentioned variation pattern, the same variation pattern selection table is not always referred to, but as shown in FIG. 10, a variation pattern selection table corresponding to various game progress situations such as the type of special symbol (first special symbol or second special symbol), the currently set game state, the result of the jackpot determination, and the number of stored first special symbol reserves and second special symbol reserves is referred to. In this way, it is possible to select a variation pattern corresponding to various game progress situations, and the CPU 221 of the sub-control board 220 can execute a pattern variation performance with a performance pattern corresponding to various game progress situations. For example, if the result of the jackpot determination is a jackpot, the CPU 221 of the sub-control board 220 executes a pattern variation performance in which the decorative symbols 41a, 41b, and 41c are stopped and displayed with a double number after the reach performance, and if the result of the jackpot determination is a miss, the CPU 221 executes a pattern variation performance in which the decorative symbols 41a, 41b, and 41c are stopped and displayed with a random number. Also, if the result of the jackpot determination is a miss, a reach performance is executed if a predetermined variation pattern is selected. In addition, each variation pattern selection table is pre-stored in the ROM 202 of the main control board 200.

[0088] 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.

[0089] The above describes the process when the special symbol (first or second special symbol) is not being displayed during a big win game, when the special symbol is not being displayed during a variable display, or when the special symbol is not being displayed during a fixed display. In contrast, when the special symbol is being displayed during a variable display, it is determined whether or not the variable time of the special symbol being displayed during a variable display has elapsed. As a result, when it is determined that the variable time has elapsed, the special symbol being displayed during a variable display is displayed as a fixed symbol stored in the fixed symbol storage area in advance (fixed display is started). When the special symbol is displayed as a fixed symbol, the fixed display of the special symbol is started, so the fixed display time of the special symbol is set. Then, a variable stop command indicating that the special symbol has been displayed as a fixed symbol is stored in the output buffer of the RAM 203. The variable stop command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0090] If the special symbol is being displayed, it is determined whether the display time has elapsed. If the display time has elapsed, it is determined whether the special symbol displayed (displayed) this time is a winning symbol. If the special symbol displayed (displayed) this time is a losing symbol, it is determined whether a high probability state is set, and if the high probability state is set, the number of high probability times is subtracted by one. If the number of high probability times becomes 0, the low probability state is set instead of the high probability state. It is also determined whether an electric support state is set, and if the electric support state is set, the number of electric support times is subtracted by one. If the number of electric support times becomes 0, the non-electric support state is set instead of the electric support state. If the game state is set in this way, a game state designation command indicating the set game state is stored in the output buffer of the RAM 203. The game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).

[0091] On the other hand, if the special symbol displayed as stopped is a jackpot symbol, the opening pattern (number of times of opening, opening time, closing time, etc.) of the jackpot opening 28 in the jackpot game is set. As described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the number of rounds during the jackpot game differs depending on the type of jackpot symbol displayed as stopped. Therefore, the opening pattern of the jackpot opening 28 is set in accordance with the type of jackpot symbol displayed as stopped. After the opening pattern of the jackpot opening 28 is set in this way, the jackpot game is started. Then, a jackpot game start command indicating the start of the jackpot game is stored in the output buffer of the RAM 203. This jackpot game start command also includes information indicating the number of rounds in the jackpot game to be started this time. The jackpot game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0092] On the other hand, when a jackpot game is being played, the large prize opening solenoid 29m is controlled to operate the opening / closing door 29 so that the large prize opening 28 is in an open state or closed state in the above-mentioned opening pattern. Then, 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. During a round game (a jackpot game), a large prize opening ball entry command indicating that the game ball has entered the large prize opening 28 is stored in the output buffer. Then, 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, the large prize opening ball entry command, and the 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).

[0093] In addition, when the control of the big winning port solenoid 29m (operation of the opening and closing door 29) according to the above-mentioned opening pattern is completed, the big winning game ends. Then, a big winning game end command indicating the end of the big winning game is stored in the output buffer of the RAM 203. The big winning 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 winning game ends, as described above with reference to FIG. 6, the game state is set to a high probability state and an electric support state. At this time, the high probability number of times is set to 6 times regardless of which big winning pattern is stopped and displayed, but the electric support number of times is set to 25 times, 50 times, or 100 times depending on the type of the big winning pattern stopped and displayed. When the game state is set in this way, a game state designation command indicating the set game state (including the high probability number of times and the electric support number of times) is stored in the output buffer of the RAM 203. The game state designation command thus stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).

[0094] The first special symbol reservation and the second special symbol reservation can be regarded as "acquired information", and the RAM 203 storing the first special symbol reservation and the second special symbol reservation can be regarded as "acquired information storage means". The CPU 201 of the main control board 200, which performs a pre-determination of whether the first special symbol reservation or the second special symbol reservation is predetermined information, can be regarded as "pre-determination means". The special symbol can be regarded as "identification information", the CPU 201 of the main control board 200, which variably displays the special symbol, can be regarded as "identification information display means", and the jackpot symbol can be regarded as "specific mode". The big prize hole 28 can be regarded as a "variable ball entrance hole", the jackpot game can be regarded as a "specific game", and the CPU 201 of the main control board 200, which executes the jackpot game when the special symbol stops and displays as the jackpot symbol, can be regarded as "specific game execution means". In addition, the "electric support state" and the "high probability state" can be regarded as "advantageous states", and the "non-electric support state" and the "low probability state" can be regarded as "unfavorable states". In addition, the CPU 201 of the main control board 200, which can set these game states, can be regarded as "state setting means".

[0095] D. Performance control processing: 11 is a flowchart showing the general flow of the performance control process performed by the CPU 221 of the sub-control board 220 as control related to performance. The performance control process is performed by the CPU 221 of the sub-control board 220 based on a timer interrupt that occurs at predetermined intervals (for example, every 10 ms). The performance control process performed by the CPU 221 of the sub-control board 220 will be explained below according to the flowchart. Note that in the following explanation, explanations of well-known processes such as the initialization process of the CPU 221, the interrupt prohibition process, and the interrupt permission process are omitted.

[0096] When the performance control process is started, the CPU 221 of the sub-control board 220 first performs a command analysis process (S800). Here, every time the CPU 221 of the sub-control board 220 receives a command from the main control board 200, the CPU 221 stores the command in a received command storage area of ​​the RAM 223 as an external interrupt process. In the command analysis process (S800), the CPU 221 determines a performance corresponding to the command stored in the received command storage area, i.e., the command received from the main control board 200, and stores the command to be transmitted to the image / audio control board 230, the lamp control board 226, etc., to perform this performance in an output buffer secured in the RAM 223.

[0097] 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.

[0098] As described above, the sub-control board 220 cooperates with the image / audio control board 230, the lamp control board 226, etc. to execute various performances; however, for ease of explanation in this specification, the sub-control board 220 cooperating with the image / audio control board 230, the lamp control board 226, etc. to execute various performances will also be expressed simply as "the CPU 221 of the sub-control board 220 executes various performances."

[0099] Fig. 12 shows the processing performed by the CPU 221 of the sub-control board 220 in response to a 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-performance that is a performance based on the pre-determination result. For example, it causes the performance display device 41 to display an image of a character or the like corresponding to the pre-determination result. Note that the pre-determination performance does not need to be performed all the time when a pre-determination result command is received, and may be performed when a predetermined condition is met (for example, when a predetermined execution lottery is won).

[0100] Also, when the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it starts a pattern variation performance (including the variation display of the decorative patterns 41a, 41b, and 41c) corresponding to the variation pattern indicated by the variation pattern designation command in accordance with the variation display of the special pattern (first special pattern or second special pattern). Since the pattern variation performance is performed in accordance with the variation pattern, the reach performance (see FIG. 7(b)) performed as part of the pattern variation performance is also performed when the corresponding variation pattern is selected. In detail, when the variation pattern corresponding to the reach performance is selected when the result of the jackpot determination is a jackpot, the reach performance is performed, and then the pattern variation performance in which the decorative patterns 41a, 41b, and 41c are stopped and displayed with a double number is performed. Also, when the variation pattern corresponding to the reach performance is selected when the result of the jackpot determination is a miss, the reach performance is performed, and then the pattern variation performance in which the decorative patterns 41a, 41b, and 41c are stopped and displayed with a double number is performed. When a variation stop command is received during the execution of the symbol variation performance, the CPU 221 of the sub-control board 220 stops and displays the decorative symbols 41a, 41b, and 41c in a duplicate or random pattern.

[0101] Furthermore, the CPU 221 of the sub-control board 220, which is capable of executing decorative pattern variation, which is the varying display of the decorative patterns 41a, 41b, and 41c, and which causes the decorative patterns 41a, 41b, and 41c to stop and display in a specific combination (double number) when the result of the jackpot determination (hit determination) is a jackpot (hit), can also be regarded as a ``decorative pattern variation means.''

[0102] 12, 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 starts, it executes a fanfare presentation indicating the start of the jackpot game and starts displaying a moving image (so-called movie) indicating that a jackpot game is being played. It also executes presentations suggesting the number of rounds of the started jackpot game (any of 4 rounds of jackpot game, 6 rounds of jackpot game, 7 rounds of jackpot game, and 16 rounds of jackpot game), and presentations suggesting the game state set after the started jackpot game ends, the number of high probability times (6 times), and the number of electric support times (any of 25 times, 50 times, and 100 times).

[0103] Also, when the CPU 221 of the sub-control board 220 receives a round game start command during a jackpot game, it starts a round game presentation indicating that a round game is being played (for example, superimposed on the jackpot game presentation). For example, it starts a presentation indicating the number of round games in the jackpot game being played (for example, a presentation displaying 1R, 2R, 3R, etc.). Then, when it receives a big prize entry command during a round game, it performs a presentation indicating that a game ball has entered the big prize entry port 28. For example, in response to the game ball entering the big prize entry port 28, it performs a presentation indicating that a game ball has been paid out to the player. 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.

[0104] Furthermore, when the CPU 221 of the sub-control board 220 receives a game state designation command, it starts a presentation corresponding to the set game state. For example, it executes a presentation in which the decorative patterns 41a, 41b, 41c and their background images are changed to a form (such as color or shape) corresponding to the game state, starts a presentation to display the remaining number of high probability times when a high probability state is set, or starts a presentation to display the remaining number of electric support times when an electric support state is set.

[0105] E. Setting value transition function: E-1.Current setting: Here, the pachinko machine 1 of this embodiment proceeds based on the "current setting value (currently set setting value)". In detail, the CPU 201 of the main control board 200 executes a process to proceed with the game while referring to the "current setting value".

[0106] In the pachinko machine 1 of this embodiment, six types of setting values, "setting value 1" to "setting value 6", that can be set as the "current setting value" are stored in advance (for example, in the ROM 202 of the main control board 200). These "setting values ​​1" to "setting values ​​6" have different "jackpot probabilities in a low probability state (also referred to herein as "low probability probability")" and "jackpot probabilities in a high probability state (also referred to herein as "high probability probability")".

[0107] FIG. 13 shows the "probability at low probability" and the "probability at high probability" stored in correspondence with each set value. As shown in the figure, for "set value 1", the "probability at low probability" is stored as 1 in 160, and the "probability at high probability" is stored as 1 in 50. Similarly, for "set value 2", the "probability at low probability" is stored as 1 in 155, and the "probability at high probability" is stored as 1 in 47, and for "set value 3", the "probability at low probability" is stored as 1 in 150, and the "probability at high probability" is stored as 1 in 44. Also, for "set value 4", the "probability at low probability" is stored as 1 in 145, and the "probability at high probability" is stored as 1 in 41, and for "set value 5", the "probability at low probability" is stored as 1 in 130, and the "probability at high probability" is stored as 1 in 38, and for "set value 6", the "probability at low probability" is stored as 1 in 120, and the "probability at high probability" is stored as 1 in 35.

[0108] These "setting value 1" to "setting value 6" are set to have different jackpot probabilities by making the number of random numbers (also referred to as "jackpot random numbers" in this specification) that are to be jackpots among the jackpot determination random numbers (also referred to as "acquirable random numbers" in this specification) that can be acquired as the first special chart reserved or the second special chart reserved different. For example, when "setting value 1" is set as the "current setting value", in the low probability state, 1 / 160 of the obtainable random numbers is set as the jackpot random number in order to make the "low probability time probability" 1 / 160. Also, in the high probability state, 1 / 50 of the obtainable random numbers is set as the jackpot random number in order to make the "high probability time probability" 1 / 50. On the other hand, when "setting value 6" is set as the "current setting value", in the low probability state, 1 / 120 of the obtainable random numbers is set as the jackpot random number in order to make the "low probability time probability" 1 / 120. In addition, in the high probability state, 1 in 35 of the obtainable random numbers is set as the jackpot random number in order to set the "high probability probability" to 1 in 35. These jackpot random numbers are pre-stored (for example, in the ROM 202 of the main control board 200) in correspondence with each of "setting value 1" to "setting value 6".

[0109] Naturally, the CPU 201 of the main control board 200 performs the jackpot determination based on the "current setting value." That is, when performing the jackpot determination, the currently acquired jackpot determination random number is compared with the jackpot random number corresponding to the "current setting value." As a result, if the currently acquired jackpot determination random number matches any of the jackpot random numbers corresponding to the "current setting value," it is determined to be a jackpot, and if they do not match, it is determined to be a miss.

[0110] E-2. Setting value transition function (function that transitions the current setting value): In the pachinko machine 1 of this embodiment, the above-mentioned "current setting value (currently set setting value)" transitions based on the progress of the game. That is, in the pachinko machine 1 of this embodiment, when the progress of the game meets a predetermined transition condition, the "current setting value" transitions (changes) in a predetermined order, even if a predetermined operation is not performed by a staff member of the game parlor. In this specification, such a function is also referred to as a "setting value transition function."

[0111] In this way, in the pachinko machine 1 of this embodiment, when a predetermined transition condition is met, the "current setting value" transitions (it has a setting value transition function), and six types of "mode A" to "mode F" with different transition patterns can be set. Such mode setting is performed based on a setting operation by a staff member of the game hall.

[0112] Specifically, when a setting operation is performed by a staff member at the game hall, the CPU 201 of the main control board 200 is set to one of "Mode A" to "Mode F" (the mode corresponding to the setting operation).

[0113] Various methods can be adopted for such a setting operation. For example, when the power supply of the pachinko machine 1 is not turned on, the mode setting key is inserted into the keyhole for the mode setting key and rotated to a predetermined position (a position where the mode can be set). Then, in this state, the power supply of the pachinko machine 1 is turned on, and the mode setting button is pressed to sequentially change the setting candidate modes. At that time, the setting candidate modes are displayed on a predetermined display unit (e.g., 7-segment display, etc.). When the confirmation button is pressed, the setting candidate mode at that time is set. In this specification, the mode set based on the setting operation by the attendant of the game hall (the currently set mode) is also referred to as the "current mode".

[0114] The CPU 201 of the main control board 200 executes a process (a setting value transition process) for transitioning the "current setting value" while referring to the "current mode (the mode currently set)". The following describes such a "setting value transition process".

[0115] E-3. Setting value transition process: A flowchart of the "setting value transition process" is shown in Fig. 14. The "setting value transition process" is performed by the CPU 201 of the main control board 200 based on a timer interrupt that occurs at predetermined intervals (e.g., every 4 ms) (e.g., following the game control process described above with reference to Fig. 8). The "setting value transition process" performed by the CPU 201 of the main control board 200 will be described below with reference to the flowchart.

[0116] When the "setting value transition process" starts, the CPU 201 of the main control board 200 first reads out the "current mode (the mode currently set)" (S1000). In addition, the CPU 201 also reads out the "current transition order" (S1002). Here, the "current transition order" will be described.

[0117] In the ROM 202 of the main control board 200, the order of the setting values ​​(also referred to as "transition order" in this specification) that are set as "current setting values" after the mode is set is stored in correspondence with each mode (modes A to F). In detail, the setting values ​​are stored in correspondence with the transition orders from the first to the sixth transition orders, so that the transition order is as follows: transition order 1 → transition order 2 → transition order 3 → transition order 4 → transition order 5 → transition order 6.

[0118] 15 shows the transition orders stored in association with the respective modes. As shown in the figure, in "mode A", "setting value 1" is stored in association with "transition order 1", "setting value 2" is stored in association with "transition order 2", "setting value 3" is stored in association with "transition order 3", "setting value 1" is stored in association with "transition order 4", "setting value 2" is stored in association with "transition order 5", and "setting value 3" is stored in association with "transition order 6", so that the transition order is in the order of "setting value 1" → "setting value 2" → "setting value 3" → "setting value 1" → "setting value 2" → "setting value 3".

[0119] Similarly, in "mode B", these setting values ​​are stored in correspondence with each transition order (transition orders 1 to 6) so that the transition order is "setting value 1" → "setting value 3" → "setting value 5" → "setting value 1" → "setting value 3" → "setting value 5", and in "mode C", these setting values ​​are stored in correspondence with each transition order (transition orders 1 to 6) so that the transition order is "setting value 2" → "setting value 4" → "setting value 6" → "setting value 2" → "setting value 4" → "setting value 6".

[0120] In "mode D", these setting values ​​are stored in correspondence with each transition order (transition orders 1 to 6) so that the transition order is "setting value 1" → "setting value 2" → "setting value 3" → "setting value 4" → "setting value 5" → "setting value 6". In "mode E", these setting values ​​are stored in correspondence with each transition order (transition orders 1 to 6) so that the transition order is "setting value 6" → "setting value 5" → "setting value 4" → "setting value 3" → "setting value 2" → "setting value 1". In "mode F", these setting values ​​are stored in correspondence with each transition order (transition orders 1 to 6) so that the transition order is "setting value 4" → "setting value 5" → "setting value 6" → "setting value 4" → "setting value 5" → "setting value 6".

[0121] The "current transition order" read out in S1002 of FIG. 14 is the transition order currently in place (currently set). Thus, after the "current mode" is read out (S1000) and the "current transition order" is read out (S1002), the transition condition corresponding to these is read out (S1004). Then, it is determined whether or not this transition condition is satisfied (S1006). For example, if the "current mode" is "mode A" and the "current transition order" is "transition order 1", the transition condition corresponding to "transition order 1" of "mode A" is read out and it is determined whether or not this transition condition is satisfied. The transition condition is the condition for transitioning the "current transition order" to the next transition order (and thus the condition for transitioning the currently set value), and the details of this condition will be explained in detail later.

[0122] If it is determined in the determination process of S1006 that the transition condition is met (S1006: yes), the transition order set as the "current transition order" is changed (transition is made) to the next transition order (S1008). For example, if the "current transition order" is "transition order 1" and the transition condition is met, the "current transition order" is changed to "transition order 2". Also, if the "current transition order" is "transition order 5" and the transition condition is met, the "current transition order" is changed to "transition order 6". Note that if the "current transition order" is "transition order 6" and the transition condition is met, the transition order is returned to the top and the "current transition order" is changed to "transition order 1".

[0123] In this way, when the transition order set as the "current transition order" is changed to the new transition order (S1008), the "current setting value" is changed to a setting value corresponding to the new "current transition order" (S1010). For example, when the "current mode" is "mode A" and the "current transition order" is "transition order 1", if the "current transition order" is changed to "transition order 2" by the establishment of a transition condition, the "setting value 2" corresponding to the "transition order 2" (transition order 2 of mode A) is set as the new "current setting value" (see the row of mode A in FIG. 15). Also, when the "current mode" is "mode E" and the "current transition order" is "transition order 5", if the "current transition order" is changed to "transition order 6" by the establishment of a transition condition, the "setting value 1" corresponding to the "transition order 6" (transition order 6 of mode E) is set as the new "current setting value" (see the row of mode E in FIG. 15). In addition, when the "current mode" is "mode E" and the "current transition order" is "transition order 6", if the transition condition is met and the "current transition order" is changed back to the beginning to "transition order 1", the "setting value 6" corresponding to that "transition order 1" (transition order 1 of mode E) becomes the new "current setting value" (see the row for mode E in Figure 15).

[0124] Here, the "current mode", "current transition order", and "current setting value" are stored in areas secured in RAM 203 (or a readable / writable memory such as a flash memory) of the main control board 200. That is, as shown in Fig. 16, a "current mode storage area", a "current transition order storage area", and a "current setting value storage area" are secured in RAM 203 (or a readable / writable memory such as a flash memory) of the main control board 200.

[0125] Of these, the "current mode memory area" stores the "current mode." When the "current mode" is newly set (changed), the contents of the "current mode memory area" are rewritten to the new mode, and when the "current mode" is read, the contents of the "current mode memory area" are referenced. In the example shown in FIG. 16, "mode E" is stored as the "current mode" in the "current mode memory area."

[0126] Furthermore, the "current transition order storage area" stores the "current transition order." When the "current transition order" is newly set (changed), the contents of the "current transition order storage area" are rewritten to the new transition order, and when the "current transition order" is read, the contents of the "current transition order storage area" are referenced. In the example shown in FIG. 16, the "current transition order storage area" stores "transition order 6" as the "current transition order."

[0127] Furthermore, the "current setting value" is stored in the "current setting value storage area". When the "current setting value" is newly set (changed), the contents of the "current setting value storage area" are rewritten with the new setting value, and when the "current setting value" is read, the contents of the "current setting value storage area" are referenced. Naturally, when the CPU 201 of the main control board 200 performs a jackpot determination, it refers to the "current setting value" to determine the "current setting value". In the example shown in FIG. 16, the "current setting value storage area" stores "setting value 1" as the "current setting value".

[0128] E-4.Transition conditions: Next, the transition condition will be described. As described above, the transition condition is a condition for transitioning the "current transition order" (and therefore a condition for transitioning the current setting value). Various conditions can be adopted as such a transition condition.

[0129] In Fig. 17, conditions that can be adopted as the transition condition are listed. As shown in the figure, for example, the transition condition can be "the number of times the special chart changes in a predetermined period reaches a specified number." The number of times the special chart changes is either the number of times the first special chart change display is executed, the number of times the second special chart change display is executed, or the sum of the number of times the first special chart change display is executed and the number of times the second special chart change display is executed.

[0130] Naturally, in this case, when the number of times the special pattern changes in a predetermined period reaches a specified number, a transition (change) of the "current transition order (current setting value)" is made. In addition, when the number of times the special pattern changes in a predetermined period reaches a specified number by performing a variable display of the special pattern, the transition (change) of the "current transition order (current setting value)" may be made at the timing when the variable display of the special pattern starts, or the transition (change) of the "current transition order (current setting value)" may be made at the timing when the variable display of the special pattern ends. In addition, the transition (change) of the "current transition order (current setting value)" may be made at the timing when the game ball passes through a predetermined area thereafter (for example, the first start hole 24, the second start hole 25), etc.

[0131] Also, as a transition condition, "the number of shot balls in a predetermined period (the number of game balls shot toward the game area 21) reaches a specified number" can be adopted. Naturally, in this case, when the number of shot balls in a predetermined period reaches the specified number, a transition (change) of the "current transition order (current setting value)" is performed. This number of shot balls may be counted by detecting the game balls that have actually been shot, or the number of game balls discharged from the game area 21 (so-called out balls) may be counted and used as the number of shot balls.

[0132] Furthermore, even if the number of balls fired in a specified period of time reaches a specified number, the "current transition order (current setting value)" may not immediately be transitioned (changed), but may be transitioned (changed) at the timing when the subsequent display of the changing special patterns starts, when the display of the changing special patterns ends, when the game ball passes through a specified area (for example, the first starting hole 24, the second starting hole 25), etc.

[0133] Also, as a transition condition, "the number of jackpots (the number of jackpot games played) in a predetermined period reaches a specified number" can be adopted. Naturally, in this case, when the number of jackpots in a predetermined period reaches a specified number, a transition (change) of the "current transition order (current setting value)" is performed. In addition, when the number of jackpots in a predetermined period reaches a specified number by playing a jackpot game, the transition (change) of the "current transition order (current setting value)" may be performed at the timing when the jackpot game starts, or the transition (change) of the "current transition order (current setting value)" may be performed at the timing when the jackpot game ends. In addition, the transition (change) of the "current transition order (current setting value)" may be performed at the timing when the variable display of the special pattern starts thereafter, the timing when the variable display of the special pattern ends, the timing when the game ball passes through a specified area (for example, the first start hole 24, the second start hole 25), etc.

[0134] Also, as a transition condition, "the number of small wins (the number of small win games) in a predetermined period reaches a specified number" can be adopted. Naturally, in this case, when the number of small wins in a predetermined period reaches a specified number, the "current transition order (current setting value)" transitions (changes) is performed. In addition, when the number of small wins in a predetermined period reaches a specified number by playing a small win game, the "current transition order (current setting value)" may be transitioned (changed) at the timing when the small win game starts, or the "current transition order (current setting value)" may be transitioned (changed) at the timing when the small win game ends. In addition, the "current transition order (current setting value)" may be transitioned (changed) at the timing when the variable display of the special pattern starts thereafter, the timing when the variable display of the special pattern ends, the timing when the game ball passes through a specified area (for example, the first start hole 24, the second start hole 25), etc.

[0135] Also, as a transition condition, "the number of times that the normal pattern changes in a predetermined period (the number of times that the normal pattern change display is executed) reaches a specified number" can be adopted. Naturally, in this case, when the number of times that the normal pattern changes in a predetermined period reaches a specified number, a transition (change) of the "current transition order (current setting value)" is performed. In addition, when the number of times that the normal pattern changes in a predetermined period reaches a specified number by performing a change display of the normal pattern, the transition (change) of the "current transition order (current setting value)" may be performed at the timing when the change display of the normal pattern starts, or the transition (change) of the "current transition order (current setting value)" may be performed at the timing when the change display of the normal pattern ends. In addition, the transition (change) of the "current transition order (current setting value)" may be performed at the timing when the change display of the special pattern starts thereafter, the timing when the change display of the special pattern ends, the timing when the game ball passes through a specified area (for example, the first start hole 24, the second start hole 25), etc.

[0136] In addition, the ``specified period'' in each of the transition conditions mentioned above can be the period from when the power is turned on to the pachinko machine 1 to the present, the period from when the ``current mode'' is changed to the present, the period from when a transition (change) of the ``current transition order (current setting value)'' is made to the present, the period when a low probability state (or a non-electric support state) is set, the period when a high probability state (or an electric support state) is set, the period from when the current game state (e.g., a low probability state) is set to the present, the period from when the big win game ends to the present, the period from when the small win game ends to the present, etc.

[0137] Here, we will list some specific examples of "transition conditions". For example, "the number of times that the special chart changes in the low probability state after the transition condition was met last time reaches 200 times" can be adopted as a transition condition. In this case, the "current setting value (current transition order)" will transition (change) every time the number of times that the special chart changes in the low probability state reaches 200 times.

[0138] In addition, a transition condition can be set such that "the number of balls fired in the low probability state reaches 2000 after the previous transition condition is met." In this case, the "current setting value (current transition order)" will transition (change) every time the number of balls fired in the low probability state reaches 2000.

[0139] In addition, the transition condition can be set to "the number of jackpots in the low probability state reaches two since the previous transition condition was met." In this case, the "current setting value (current transition order)" will transition (change) every time the number of jackpots in the low probability state reaches two.

[0140] Note that different transition conditions may be set depending on the mode. For example, a first transition condition may be set for "mode A," and a second transition condition (a transition condition different from the first transition condition) may be set for "mode B." In this case, the timing at which the "current setting value" transitions will naturally differ between "mode A" and "mode B."

[0141] Also, even within the same mode, different "transition conditions" may be set depending on the transition order. For example, when the "current mode" is "mode A" and the "current transition order" is "transition order 1", the "current transition order" may be changed to "transition order 2" when a first transition condition is met, and when the "current mode" is "mode A" and the "current transition order" is "transition order 2", the "current transition order" may be changed to "transition order 3" when a second transition condition (a transition condition different from the first transition condition) is met.

[0142] Incidentally, the "set value" can be regarded as "performance", and the "current set value" can be regarded as "current performance". Also, the ROM 202 of the main control board 200, which stores six types of "set values ​​(performances)", can be regarded as "performance storage means", and the CPU 201 of the main control board 200, which sets the "current set value (current performance)" in a change mode (transition mode) corresponding to the "current mode", can be regarded as "performance setting means". Also, the CPU 201 of the main control board 200, which performs a jackpot determination (hit determination) based on the "current set value (current performance)", can be regarded as "hit determination means", and the CPU 201 of the main control board 200, which executes a jackpot game (hit game) when the decorative patterns 41a, 41b, and 41c are stopped and displayed in a repeating number (specific combination), can be regarded as "hit game execution means".

[0143] In addition, the ROM 202 of the main control board 200, which stores six modes with different change patterns (transition patterns) of the current setting value (current performance), can also be regarded as a "mode storage means," and the CPU 201 of the main control board 200, which sets the "current mode," can also be regarded as a "current mode setting means."

[0144] F. Suggested information regarding the setting value transition function: As described above, the pachinko machine 1 of this embodiment has a function (setting value transition function) that transitions the "current setting value" in a predetermined order when the game progress state meets a predetermined transition condition. Therefore, the pachinko machine 1 of this embodiment suggests information related to such a "setting value transition function."

[0145] F-1. Use of reach symbols: For example, in the pachinko machine 1 of this embodiment, information related to the "setting value transition function" can be suggested by using the display mode of some or all of the decorative symbols 41a, 41b, and 41c. In detail, as described above with reference to FIG. 7, in the pachinko machine 1 of this embodiment, it is possible to execute a reach effect in which the left and right decorative symbols 41a and 41c (decorative symbols excluding one of the multiple decorative symbols) are stopped (displayed) in the same pattern (a pattern that can be a double number) and the middle decorative symbol 41b (one decorative symbol) is displayed in a variable manner. Therefore, in the pachinko machine 1 of this embodiment, in the reach effect, information related to the "setting value transition function" is suggested by using the display mode of the left and right decorative symbols 41a and 41c (decorative symbols excluding one of the multiple decorative symbols) stopped (displayed) in the same pattern (a pattern that can be a double number).

[0146] In this specification, the left and right decorative symbols 41a, 41c that are stopped (displayed) with the same symbol (possibly a double number) in the reach performance are also referred to as "reach symbols". That is, in the pachinko machine 1 of this embodiment, it is possible to suggest information related to the "setting value transition function" by utilizing the display mode of the "reach symbols".

[0147] F-1-1. "Current setting value" suggestions: For example, in the pachinko machine 1 of this embodiment, it is possible to suggest the "current setting value (currently set setting value)" by utilizing the display mode of the "reach symbol." In Fig. 18(a), the probability that the symbols showing "1" to "9" will be selected (displayed) as the "reach symbol" is shown for each "current setting value."

[0148] As shown in FIG. 18(a), in the pachinko machine 1 of this embodiment, the probability that the symbols showing "1" to "9" are selected (displayed) as the "reach symbol" corresponds to the "current setting value." In more detail, when the "current setting value" is "setting value 1," the symbol showing "1" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability. In other words, when the "current setting value" is "setting value 1," the symbol showing "1" is most likely to be displayed as the "reach symbol."

[0149] Also, when the "current setting value" is "setting value 2," the symbol showing "2" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability, respectively. In other words, when the "current setting value" is "setting value 2," the symbol showing "2" is most likely to be displayed as the "reach symbol." Also, when the "current setting value" is "setting value 3," the symbol showing "3" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability, respectively. In other words, when the "current setting value" is "setting value 3," the symbol showing "3" is most likely to be displayed as the "reach symbol."

[0150] Also, when the "current setting value" is "setting value 4", the symbol showing "4" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. That is, when the "current setting value" is "setting value 4", the symbol showing "4" is most likely to be displayed as the "reach symbol". Also, when the "current setting value" is "setting value 5", the symbol showing "5" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. That is, when the "current setting value" is "setting value 5", the symbol showing "5" is most likely to be displayed as the "reach symbol". Also, when the "current setting value" is "setting value 6", the symbol showing "6" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. That is, when the "current setting value" is "setting value 6", the symbol showing "6" is most likely to be displayed as the "reach symbol".

[0151] As described above, in the pachinko machine 1 of this embodiment, the "reach symbol" is displayed in a manner corresponding to the "current setting value." In this way, a novel gameplay feature can be realized in which the player who is trying to recognize the "current setting value" is drawn to the display manner of the "reach symbol," thereby making it possible to increase the interest in the game.

[0152] In addition, the display mode of the "reach pattern" when the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers" (when there is a big win) may not be used, but the display mode of the "reach pattern" when the decorative patterns 41a, 41b, and 41c are stopped and displayed as "variable numbers" (when there is a miss) may be used to suggest the "current setting value" (information related to the setting value transition function). In other words, when the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers", a "reach pattern" that does not correspond to the "current setting value" (information related to the setting value transition function) may be displayed, and when the decorative patterns 41a, 41b, and 41c are stopped and displayed as "variable numbers", a "reach pattern" that corresponds to the "current setting value" (information related to the setting value transition function) may be displayed.

[0153] Conversely, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" (when it is a miss) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when it is a big win) may be used to suggest the "current setting value" (information related to the setting value transition function). In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers", a "reach symbol" that does not correspond to the "current setting value" (information related to the setting value transition function) may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers", a "reach symbol" that corresponds to the "current setting value" (information related to the setting value transition function) may be displayed.

[0154] F-1-2. "Current mode" suggestions: In addition, in the pachinko machine 1 of this embodiment, the display mode of the "reach symbol" may be used to suggest the "current mode (currently set mode)". In Fig. 18(b), the probability that the symbols showing "1" to "9" will be selected (displayed) as the "reach symbol" is shown for each "current mode".

[0155] As shown in FIG. 18(b), in the pachinko machine 1 of this embodiment, the probability that the symbols showing "1" to "9" are selected (displayed) as the "reach symbol" corresponds to the "current mode." In more detail, when the "current mode" is "mode A," the symbol showing "1" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10% each. In other words, when the "current mode" is "mode A," the symbol showing "1" is most likely to be displayed as the "reach symbol."

[0156] Also, when the "current mode" is "Mode B", the symbol showing "2" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability, respectively. In other words, when the "current mode" is "Mode B", the symbol showing "2" is most likely to be displayed as the "reach symbol". Also, when the "current mode" is "Mode C", the symbol showing "3" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability, respectively. In other words, when the "current mode" is "Mode C", the symbol showing "3" is most likely to be displayed as the "reach symbol".

[0157] Also, when the "current mode" is "mode D", the symbol showing "4" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10% for each. That is, when the "current mode" is "mode D", the symbol showing "4" is most likely to be displayed as the "reach symbol". Also, when the "current mode" is "mode E", the symbol showing "5" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10% for each. That is, when the "current mode" is "mode E", the symbol showing "5" is most likely to be displayed as the "reach symbol". Also, when the "current mode" is "mode F", the symbol showing "6" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10% for each. That is, when the "current mode" is "mode F", the symbol showing "6" is most likely to be displayed as the "reach symbol".

[0158] As described above, in the pachinko machine 1 of this embodiment, the "reach symbol" may be displayed in a manner corresponding to the "current mode." In this way, a novel gameplay feature can be realized in which the player who is trying to recognize the "current mode" is drawn to the display manner of the "reach symbol," thereby making it possible to increase the interest in the game.

[0159] In addition, the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers" (when there is a big win) may not be used, but the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers" (when there is a miss) may be used to suggest the "current mode." In other words, when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers," a "reach pattern" that does not correspond to the "current mode" may be displayed, and when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers," a "reach pattern" that corresponds to the "current mode" may be displayed.

[0160] Conversely, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" (when it is a miss) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when it is a big win) may be used to suggest the "current mode." In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers," a "reach symbol" that does not correspond to the "current mode" may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers," a "reach symbol" that corresponds to the "current mode" may be displayed.

[0161] F-1-3. Suggestions for "Current setting value" and "Current mode": Furthermore, in the pachinko machine 1 of this embodiment, it may be possible to use a first display mode of the "reach pattern" to suggest the "current setting value (the setting value that is currently set)" and to use a second display mode of the "reach pattern" to suggest the "current mode (the mode that is currently set)."

[0162] For example, the "current setting value" is indicated by the number of the symbol displayed as the "reach symbol" (first display mode) as described above with reference to Fig. 18(a). On the other hand, the "current mode" is indicated by the color of the symbol displayed as the "reach symbol" (second display mode).

[0163] That is, the symbols indicating "1" to "9" (at least "1" to "6") displayed as "reach symbols" can all be displayed in blue, green, or red. As shown in FIG. 19, the probability that blue, green, or red symbols will be selected (displayed) as "reach symbols" corresponds to the "current mode." In more detail, when the "current mode" is "mode A," there is an 85% probability that a blue symbol will be selected (displayed) as a "reach symbol," a 10% probability that a green symbol will be selected (displayed), and a 5% probability that a red symbol will be selected (displayed).

[0164] Also, when the "current mode" is "Mode B", the "reach symbols" have a 65% probability of being selected (displayed) as a blue symbol, a 25% probability of being selected (displayed) as a green symbol, and a 10% probability of being selected (displayed) as a red symbol. Also, when the "current mode" is "Mode C", the "reach symbols" have a 50% probability of being selected (displayed) as a blue symbol, a 30% probability of being selected (displayed) as a green symbol, and a 20% probability of being selected (displayed) as a red symbol.

[0165] Also, when the "current mode" is "mode D", the "reach symbol" has a 20% probability of being selected (displayed) as a blue symbol, a 30% probability of being selected (displayed) as a green symbol, and a 50% probability of being selected (displayed) as a red symbol. Also, when the "current mode" is "mode E", the "reach symbol" has a 10% probability of being selected (displayed) as a blue symbol, a 25% probability of being selected (displayed) as a green symbol, and a 65% probability of being selected (displayed) as a red symbol. Also, when the "current mode" is "mode F", the "reach symbol" has a 5% probability of being selected (displayed) as a blue symbol, a 10% probability of being selected (displayed) as a green symbol, and an 85% probability of being selected (displayed) as a red symbol.

[0166] As described above, in the pachinko machine 1 of this embodiment, the number shown by the "reach symbol" may indicate the "current setting value," and the color of the "reach symbol" may indicate the "current mode." In this way, a novel gameplay is realized in which a player who is trying to recognize the "current setting value" is directed to the number shown by the "reach symbol," and a player who is trying to recognize the "current mode" is directed to the color of the "reach symbol," thereby making it possible to increase interest in the game.

[0167] In addition, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when a jackpot occurs) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" may be used to suggest the "current setting value" and the "current mode". In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers", a "reach symbol" that does not correspond to the "current setting value" and the "current mode" may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers", a "reach symbol" that corresponds to the "current setting value" and the "current mode" may be displayed.

[0168] Conversely, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" (when it is a miss) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when it is a big win) may be used to suggest the "current setting value" and the "current mode". In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers", a "reach symbol" that does not correspond to the "current setting value" and the "current mode" may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers", a "reach symbol" that corresponds to the "current setting value" and the "current mode" may be displayed.

[0169] Alternatively, when the decorative patterns 41a, 41b, 41c are displayed as "double numbers", a "reach pattern" corresponding to either the "current setting value" or the "current mode" (suggesting only one of them) may be displayed, and when the decorative patterns 41a, 41b, 41c are displayed as "variable numbers", a "reach pattern" corresponding to the other of the "current setting value" and the "current mode" (suggesting only the other).

[0170] As another embodiment, it may be possible to suggest the "current setting value (the currently set setting value)" by utilizing the display mode (e.g., color) of the left decorative pattern 41a (first decorative pattern) among the "reach patterns," and to suggest the "current mode (the currently set mode)" by utilizing the display mode (e.g., color) of the right decorative pattern 41c (second decorative pattern) among the "reach patterns."

[0171] For example, the left decorative pattern 41a displayed as the "reach pattern" is more likely to be displayed in red when "setting value 6" is set as the "current setting value" than when any of "setting value 1" to "setting value 5" is set as the "current setting value," and the right decorative pattern 41c displayed as the "reach pattern" is more likely to be displayed in red when "mode F" is set as the "current mode" than when any of "mode A" to "mode E" is set as the "current mode."

[0172] In this way, a player who is trying to recognize the "current setting value" is directed to the color of the left decorative pattern 41a displayed as a "reach pattern," while a player who is trying to recognize the "current mode" is directed to the color of the right decorative pattern 41c displayed as a "reach pattern," resulting in a novel gameplay that can increase interest in the game.

[0173] F-1-4. Suggestions for "Settings that can be changed in the current mode": In addition, in the pachinko machine 1 of this embodiment, the display mode of the "reach symbol" may be used to suggest "a setting value to which a transition can be made in the current mode." In other words, in the pachinko machine 1 of this embodiment, depending on the setting value set as the "current mode," there may be a setting value that is not set as the "current setting value" (does not transition).

[0174] For example, as shown in Fig. 20(a), if the "current mode" is "Mode A", then "Setting value 1" to "Setting value 3" may be set as the "current setting value", but "Setting value 4" to "Setting value 6" will never be set as the "current setting value" (see the Mode A row in Fig. 15). Also, if the "current mode" is "Mode B", then "Setting value 1", "Setting value 3", and "Setting value 5" may be set as the "current setting value", but "Setting value 2", "Setting value 4", and "Setting value 6" will never be set as the "current setting value" (see the Mode B row in Fig. 15).

[0175] Furthermore, if the "current mode" is "Mode C", then "Setting value 2", "Setting value 4", and "Setting value 6" may be set as the "current setting value", but "Setting value 1", "Setting value 3", and "Setting value 5" are never set as the "current setting value" (see the Mode C row in FIG. 15). Furthermore, if the "current mode" is "Mode F", then "Setting value 4" through "Setting value 6" may be set as the "current setting value", but "Setting value 1" through "Setting value 3" are never set as the "current setting value" (see the Mode F row in FIG. 15).

[0176] On the other hand, if the "current mode" is "mode D" or "mode E", all of "setting value 1" to "setting value 6" may be set as the "current mode" (see the rows for mode D and mode E in FIG. 15).

[0177] Therefore, in the pachinko machine 1 of this embodiment, the display mode of the "reach symbol" is used to suggest a setting value that may be set (or may not be set) as the "current setting value" in the "current mode." In other words, it suggests a "setting value to which a transition can be made in the current mode" (or a setting value to which a transition cannot be made in the current mode).

[0178] In detail, if the "current mode" is "Mode A", the symbols indicating "1", "2", and "3" are more likely to be displayed as "reach symbols" than the other symbols (each with a 20% probability of being displayed). In other words, if the "current mode" is "Mode A", "Setting value 1" to "Setting value 3" may be set as the "current setting value" (these are setting values ​​that can be transitioned), so correspondingly, the symbols indicating "1", "2", and "3" are more likely to be displayed as "reach symbols" than the other symbols.

[0179] Also, if the "current mode" is "Mode B", the symbols indicating "1", "3", and "5" are more likely to be displayed as "reach symbols" than the other symbols (each with a 20% probability of being displayed). In other words, if the "current mode" is "Mode B", "Setting value 1", "Setting value 3", and "Setting value 5" may be set as the "current setting value" (these are setting values ​​that can be transitioned), so correspondingly, the symbols indicating "1", "3", and "5" are more likely to be displayed as "reach symbols" than the other symbols.

[0180] Also, if the "current mode" is "mode C", the symbols indicating "2", "4", and "6" are more likely to be displayed as "reach symbols" than the other symbols (each with a 20% probability of being displayed). In other words, if the "current mode" is "mode C", "setting value 2", "setting value 4", and "setting value 6" may be set as the "current setting value" (these are setting values ​​that can be transitioned), so correspondingly, the symbols indicating "2", "4", and "6" are more likely to be displayed as "reach symbols" than the other symbols.

[0181] Also, if the "current mode" is "mode F", the symbols indicating "4", "5", and "6" are more likely to be displayed as "reach symbols" than the other symbols (each with a 20% probability of being displayed). In other words, if the "current mode" is "mode F", "setting value 4" to "setting value 6" may be set as the "current setting value" (these are setting values ​​that can be transitioned), so correspondingly, the symbols indicating "4", "5", and "6" are more likely to be displayed as "reach symbols" than the other symbols.

[0182] On the other hand, if the "current mode" is "mode D" or "mode E", the symbols showing "1" to "6" are displayed as "reach symbols" with the same probability (15%). In other words, if the "current mode" is "mode D" or "mode E", all of "setting value 1" to "setting value 6" may be set (these are transitionable setting values), so correspondingly, the symbols showing "1" to "6" are displayed as "reach symbols" with the same probability (15%).

[0183] As described above, in the pachinko machine 1 of this embodiment, the display mode of the "reach symbol" may be used to suggest the "transitionable setting value in the current mode." In this way, a novel gameplay feature can be realized in which the player who is trying to recognize the "transitionable setting value in the current mode" is drawn to the display mode of the "reach symbol," thereby making it possible to increase the interest in the game.

[0184] In addition, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when a jackpot occurs) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" may be used to suggest the "transitionable setting value in the current mode." In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers," a "reach symbol" that does not correspond to the "transitionable setting value in the current mode" may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers," a "reach symbol" that corresponds to the "transitionable setting value in the current mode" may be displayed.

[0185] Conversely, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" (when it is a miss) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when it is a big win) may be used to suggest the "transitionable setting value in the current mode". In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers", a "reach symbol" that does not correspond to the "transitionable setting value in the current mode" may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers", a "reach symbol" that corresponds to the "transitionable setting value in the current mode" may be displayed.

[0186] As another embodiment, the "highest setting value" may be suggested by utilizing the display mode of the "reach symbol." The "highest setting value" is the "setting value with the highest probability of winning among the setting values ​​to which a transition can be made in the current mode." For example, if the "current mode" is "mode A," the "highest setting value" is "setting value 3," if the "current mode" is "mode B," the "highest setting value" is "setting value 5," and if the "current mode" is "mode C" to "mode F," the "highest setting value" is "setting value 6."

[0187] And, if the "current mode" is "mode A", in other words, if the "highest setting value" is "setting value 3", then as the "reach symbol", the symbol showing "3" is selected (displayed) with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. In other words, when the "highest setting value" is "setting value 3", the symbol showing "3" is most likely to be displayed as the "reach symbol".

[0188] Also, if the "current mode" is "mode B", in other words, if the "highest setting value" is "setting value 5", the symbol showing "5" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability. In other words, when the "highest setting value" is "setting value 5", the symbol showing "5" is most likely to be displayed as the "reach symbol".

[0189] Also, if the "current mode" is any of "mode C" to "mode F", in other words, if the "highest setting value" is "setting value 6", the "reach symbol" will have a 20% probability of a symbol showing "6" being selected (displayed), and each of the other symbols will have a 10% probability of being selected (displayed). In other words, if the "highest setting value" is "setting value 6", the symbol showing "6" will be the most likely to be displayed as the "reach symbol".

[0190] In this way, a novel gaming experience can be achieved by directing the player's attention, who is trying to recognize the "highest setting value," to the number indicated by the "reach symbol," thereby making it possible to increase interest in the game.

[0191] Furthermore, as another embodiment, the "minimum setting value" may be suggested by utilizing the display mode of the "reach symbol." The "minimum setting value" is "the setting value with the lowest probability of a jackpot among the possible transition settings in the current mode." For example, if the "current mode" is any of "mode A," "mode B," "mode D," and "mode E," the "minimum setting value" is "setting value 1," if the "current mode" is "mode C," the "minimum setting value" is "setting value 2," and if the "current mode" is "mode F," the "minimum setting value" is "setting value 4."

[0192] And, if the "current mode" is any of "mode A", "mode B", "mode D", or "mode E", in other words, if the "minimum setting value" is "setting value 1", then as the "reach symbol", a symbol showing "1" will be selected (displayed) with a 20% probability, and other symbols will be selected (displayed) with a 10% probability. In other words, when the "minimum setting value" is "setting value 1", the symbol showing "1" will be most likely to be displayed as the "reach symbol".

[0193] Also, if the "current mode" is "mode C", in other words, if the "minimum setting value" is "setting value 2", the symbol showing "2" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability. In other words, when the "minimum setting value" is "setting value 2", the symbol showing "2" is most likely to be displayed as the "reach symbol".

[0194] Also, if the "current mode" is "mode F", in other words, if the "minimum setting value" is "setting value 4", the symbol showing "4" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability. In other words, when the "minimum setting value" is "setting value 4", the symbol showing "4" is most likely to be displayed as the "reach symbol".

[0195] In this way, a novel gaming experience can be achieved by directing the player's attention, who is trying to recognize the "minimum setting value," to the number indicated by the "reach symbol," thereby making it possible to increase interest in the game.

[0196] F-1-5. Suggestions for "Current Transition Order": In addition, in the pachinko machine 1 of this embodiment, the display mode of the "reach symbol" may be used to suggest the "current transition order (currently set transition order)". In Fig. 21, the probability that the symbols showing "1" to "9" will be selected (displayed) as the "reach symbol" is shown for each "current mode".

[0197] As shown in Fig. 21, in the pachinko machine 1 of this embodiment, the probability that the symbols showing "1" to "9" are selected (displayed) as the "reach symbol" corresponds to the "current transition order". In more detail, when the "current transition order" is "transition order 1", the symbol showing "1" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10% each. In other words, when the "current transition order" is "transition order 1", the symbol showing "1" is most likely to be displayed as the "reach symbol".

[0198] Also, when the "current transition order" is "transition order 2", there is a 20% probability that a symbol showing "2" will be selected (displayed) as the "reach symbol", and there is a 10% probability that the other symbols will be selected (displayed). In other words, when the "current transition order" is "transition order 2", the symbol showing "2" is most likely to be displayed as the "reach symbol". Also, when the "current transition order" is "transition order 3", there is a 20% probability that a symbol showing "3" will be selected (displayed) as the "reach symbol", and there is a 10% probability that the other symbols will be selected (displayed). In other words, when the "current transition order" is "transition order 3", there is a most likely to be displayed as the "reach symbol".

[0199] Also, when the "current transition order" is "transition order 4", the symbol showing "4" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. That is, when the "current transition order" is "transition order 4", the symbol showing "4" is most likely to be displayed as the "reach symbol". Also, when the "current transition order" is "transition order 5", the symbol showing "5" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. That is, when the "current transition order" is "transition order 5", the symbol showing "5" is most likely to be displayed as the "reach symbol". Also, when the "current transition order" is "transition order 6", the symbol showing "6" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. That is, when the "current transition order" is the "transition order 6", the symbol showing "6" is most likely to be displayed as the "reach symbol".

[0200] As described above, in the pachinko machine 1 of this embodiment, the "reach symbol" may be displayed in a manner corresponding to the "current transition sequence." In this way, a novel gameplay feature can be realized in which the player who is trying to recognize the "current transition sequence" is drawn to the number indicated by the "reach symbol," thereby making it possible to increase the interest in the game.

[0201] In addition, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when there is a big win) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" (when there is a miss) may be used to suggest the "current transition order." In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers," a "reach symbol" that does not correspond to the "current mode" may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers," a "reach symbol" that corresponds to the "current transition order" may be displayed.

[0202] Conversely, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" (when it is a miss) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when it is a big win) may be used to suggest the "current transition order." In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers," a "reach symbol" that does not correspond to the "current transition order" may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers," a "reach symbol" that corresponds to the "current transition order" may be displayed.

[0203] F-1-6. Indications for "Staying at the highest setting value" and "Staying at the lowest setting value": In addition, in the pachinko machine 1 of this embodiment, the display mode of the "reach symbol" may be used to indicate "staying at the highest setting value" or "staying at the lowest setting value." Here, "staying at the highest setting value" means that the "current setting value" is the "highest setting value (the setting value with the highest probability of winning among the setting values ​​that can be transitioned in the current mode)," and "staying at the lowest setting value" means that the "current setting value" is the "lowest setting value (the setting value with the lowest probability of winning among the setting values ​​that can be transitioned in the current mode)."

[0204] If the game is neither "staying at the highest setting value" nor "staying at the lowest setting value", the symbols "1" to "9" will be displayed as "reach symbols" with equal probability. On the other hand, if the game is "staying at the highest setting value", the symbol "9" will be selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols will be selected (displayed) with a 10% probability. In other words, if the game is "staying at the highest setting value", the symbol "9" will be the most likely to be displayed as the "reach symbol".

[0205] In contrast, when the "minimum setting value is reached", the symbol showing "1" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability. In other words, when the "minimum setting value is reached", the symbol showing "1" is most likely to be displayed as the "reach symbol".

[0206] As described above, in the pachinko machine 1 of this embodiment, the display mode of the "reach symbol" may be used to indicate "staying at the highest setting value" or "staying at the lowest setting value." In this way, a novel gameplay feature can be realized in which the player who is trying to recognize that "staying at the highest setting value" or "staying at the lowest setting value" is directed to the number indicated by the "reach symbol," thereby making it possible to increase interest in the game.

[0207] In addition, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when there is a big win) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" (when there is a miss) may be used to suggest "staying at the highest setting value" or "staying at the lowest setting value". In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers", a "reach symbol" that does not correspond to the "current mode" may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers", a "reach symbol" that corresponds to "staying at the highest setting value" or "staying at the lowest setting value" may be displayed.

[0208] Conversely, the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" (when it is a miss) may not be used, but the display mode of the "reach symbol" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when it is a big win) may be used to suggest "staying at the highest setting value" or "staying at the lowest setting value". In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers", a "reach symbol" that does not correspond to "staying at the highest setting value" or "staying at the lowest setting value" may be displayed, and when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers", a "reach symbol" that corresponds to "staying at the highest setting value" or "staying at the lowest setting value" may be displayed.

[0209] Alternatively, when the decorative patterns 41a, 41b, 41c are displayed as "double numbers", a "reach pattern" corresponding to either "staying at the highest setting value" or "staying at the lowest setting value" (suggesting only one of them) may be displayed, and when the decorative patterns 41a, 41b, 41c are displayed as "variable numbers", a "reach pattern" corresponding to the other of "staying at the highest setting value" or "staying at the lowest setting value" (suggesting only the other).

[0210] F-1-7. Suggestion for "next setting value": Furthermore, in the pachinko machine 1 of this embodiment, the display mode of the "reach symbol" may be utilized to suggest the "next setting value." Here, the "next setting value" is the setting value that will be set as the "current setting value" next (the setting value corresponding to the transition order following the current transition order). For example, if the "current transition order" is "transition order 5," the "next setting value" is the setting value corresponding to "transition order 6," and if the "current transition order" is "transition order 6," the "next setting value" is the setting value corresponding to "transition order 1."

[0211] As shown in FIG. 22, the probability that the symbols showing "1" to "9" will be selected (displayed) as the "reach symbol" corresponds to the "next set value." In more detail, when the "next set value" is "set value 1," the symbol showing "1" will be selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols will be selected (displayed) with a 10% probability. In other words, when the "next set value" is "set value 1," the symbol showing "1" is most likely to be displayed as the "reach symbol."

[0212] Also, when the "next setting value" is "setting value 2," the symbol showing "2" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability, respectively. In other words, when the "next setting value" is "setting value 2," the symbol showing "2" is most likely to be displayed as the "reach symbol." Also, when the "next setting value" is "setting value 3," the symbol showing "3" is selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols are selected (displayed) with a 10% probability, respectively. In other words, when the "next setting value" is "setting value 3," the symbol showing "3" is most likely to be displayed as the "reach symbol."

[0213] Also, when the "next setting value" is "setting value 4", the symbol showing "4" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. That is, when the "next setting value" is "setting value 4", the symbol showing "4" is most likely to be displayed as the "reach symbol". Also, when the "next setting value" is "setting value 5", the symbol showing "5" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. That is, when the "next setting value" is "setting value 5", the symbol showing "5" is most likely to be displayed as the "reach symbol". Also, when the "next setting value" is "setting value 6", the symbol showing "6" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. That is, when the "next setting value" is "setting value 6", the symbol showing "6" is most likely to be displayed as the "reach symbol".

[0214] As described above, in the pachinko machine 1 of this embodiment, the "reach symbol" is displayed in a manner corresponding to the "next set value." In this way, a novel gameplay is realized in which the player who is trying to recognize the "next set value" is drawn to the number indicated by the "reach symbol," and it is possible to increase the interest in the game.

[0215] In addition, the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers" (when there is a big win) may not be used, but the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers" (when there is a miss) may be used to suggest the "next set value." In other words, when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers," a "reach pattern" that does not correspond to the "next set value" may be displayed, and when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers," a "reach pattern" that corresponds to the "next set value" may be displayed.

[0216] Conversely, the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers" (when it is a miss) may not be used, but the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers" (when it is a big win) may be used to suggest the "next set value." In other words, when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers," a "reach pattern" that does not correspond to the "next set value" may be displayed, and when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers," a "reach pattern" that corresponds to the "next set value" may be displayed.

[0217] In addition, as another embodiment, it may be suggested that the "next setting value" is a setting value with a higher probability of winning than the "current setting value", or that the "next setting value" is a setting value with a lower probability of winning than the "current setting value". For example, when the "next setting value" and the "current setting value" are the same (this is not the case in this embodiment, but the next setting value and the current setting value may be the same), the symbols showing "1" to "9" are displayed with the same probability as each other as the "reach symbol". On the other hand, when the "next setting value" is a setting value with a higher probability of winning than the "current setting value", the symbol showing "9" is selected (displayed) as the "reach symbol" with a probability of 20%, and the other symbols are selected (displayed) with a probability of 10%. In other words, when the "next setting value" is a setting value with a higher probability of winning than the "current setting value", the symbol showing "9" is most likely to be displayed as the "reach symbol".

[0218] On the other hand, if the "next setting value" has a lower probability of winning than the "current setting value", the symbol showing "1" will be selected (displayed) as the "reach symbol" with a 20% probability, and the other symbols will be selected (displayed) with a 10% probability. In other words, if the "next setting value" has a higher probability of winning than the "current setting value", the symbol showing "1" will be the most likely to be displayed as the "reach symbol".

[0219] In this way, a novel gameplay can be realized in which the player, who is trying to recognize whether the "next set value" has a higher or lower probability of winning than the "current set value," is directed to the number indicated by the "reach pattern," thereby making it possible to increase interest in the game.

[0220] F-1-8. Suggestions for "transition timing": In addition, in the pachinko machine 1 of this embodiment, the display mode of the "reach symbol" may be used to suggest the "transition timing." Here, the "transition timing" refers to the timing at which the "current setting value" transitions (is changed) (the timing at which the transition condition is met).

[0221] Such a "transition timing" may indicate the remaining number of special chart changes (also referred to as "remaining number of transitions" in this specification) until the transition condition is satisfied. For example, if the transition condition is set to "the number of special chart changes in the low probability state (or non-electric support state) since the previous transition condition was satisfied reaches 200," the transition condition will be satisfied and the "current setting value" will transition every time 200 special chart changes are performed in the low probability state (or non-electric support state).

[0222] In such a case, the "remaining number of special chart changes until the number of special chart changes in the low probability state (or non-electric support state) since the previous transition condition was met reaches 200" is the "remaining number of transitions," and this "remaining number of transitions" is indicated by utilizing the display mode of the "reach pattern."

[0223] For example, assume that blue, green, and red symbols can be displayed as "reach symbols." As shown in FIG. 23(a), when the "remaining number of transitions" is "101 to 200," there is a 50% probability that a blue symbol will be selected (displayed) as a "reach symbol," and a 25% probability that a symbol of another color will be selected (displayed). In other words, when the "remaining number of transitions" is "101 to 200," a blue symbol is most likely to be displayed as a "reach symbol."

[0224] Also, when the "remaining number of transitions" is "51 to 100", the "reach symbol" has a 50% probability of being selected (displayed) as a green symbol, and a 25% probability of being selected (displayed) as a symbol of another color. In other words, when the "remaining number of transitions" is "51 to 100", the green symbol is most likely to be displayed as a "reach symbol".

[0225] Also, when the "remaining number of transitions" is "1 to 50", the red symbol is selected (displayed) as the "reach symbol" with a 50% probability, and the other color symbols are selected (displayed) with a 25% probability. In other words, when the "remaining number of transitions" is "1 to 50", the red symbol is most likely to be displayed as the "reach symbol".

[0226] As another example, the number of balls remaining to be fired until the transition condition is met (also referred to as the "number of balls remaining for transition" in this specification) may be suggested. For example, if the transition condition is set to "the number of balls fired in the low probability state (or non-electric support state) since the previous transition condition was met reaches 2000," then the transition condition will be met and the "current setting value" will transition every time 2000 game balls are fired in the low probability state (or non-electric support state).

[0227] In such a case, the "number of balls remaining to be fired until the number of balls fired in the low probability state (or non-electric support state) since the previous transition condition was met reaches 2000" is the "number of balls remaining for transition," and this "number of balls remaining for transition" is indicated by utilizing the display mode of the "reach pattern."

[0228] For example, it is assumed that blue, green, and red symbols can be displayed as "reach symbols." As shown in FIG. 23(b), when the "number of remaining balls to transition" is "1001 to 2000," there is a 50% probability that a blue symbol will be selected (displayed) as the "reach symbol," and a 25% probability that a symbol of another color will be selected (displayed). In other words, when the "number of remaining balls to transition" is "1001 to 2000," the blue symbol is most likely to be displayed as the "reach symbol."

[0229] Also, when the "number of remaining balls for transition" is "501 to 1000", the "reach symbol" has a 50% probability of being selected (displayed) as a green symbol, and a 25% probability of being selected (displayed) as a symbol of another color. In other words, when the "number of remaining balls for transition" is "501 to 1000", the green symbol is most likely to be displayed as a "reach symbol".

[0230] Also, when the "number of remaining balls for transition" is "1 to 500", the red symbol is selected (displayed) as the "reach symbol" with a 50% probability, and the other color symbols are selected (displayed) with a 25% probability. In other words, when the "number of remaining balls for transition" is "1 to 500", the red symbol is most likely to be displayed as the "reach symbol".

[0231] As described above, in the pachinko machine 1 of this embodiment, the "reach symbols" are displayed in a manner that corresponds to the "transition timing." This allows a novel gaming experience to be realized in that it draws the attention of the player, who is trying to recognize the "transition timing," to the color of the "reach symbols," thereby making it possible to increase the interest in the game.

[0232] In addition, the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers" (when there is a big win) may not be used, but the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers" (when there is a miss) may be used to suggest the "transition timing". In other words, when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers", a "reach pattern" that does not correspond to the "transition timing" may be displayed, and when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers", a "reach pattern" that corresponds to the "transition timing" may be displayed.

[0233] Conversely, the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers" (when it is a miss) may not be used, but the display mode of the "reach pattern" when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers" (when it is a big win) may be used to suggest the "transition timing." In other words, when the decorative patterns 41a, 41b, 41c are stopped and displayed as "variable numbers," a "reach pattern" that does not correspond to the "transition timing" may be displayed, and when the decorative patterns 41a, 41b, 41c are stopped and displayed as "double numbers," a "reach pattern" that corresponds to the "transition timing" may be displayed.

[0234] F-2. Use of the sequence of decorative patterns: In addition, in the pachinko machine 1 of this embodiment, the start or end order of the varying display of the decorative patterns 41a, 41b, 41c may be used to suggest information related to the "setting value transition function" (the various information described above in the "F-1" column).

[0235] In the pachinko machine 1 of this embodiment, the decorative symbols 41a, 41b, and 41c start to change in one of the "first start order," "second start order," and "third start order." The "first start order" is the order in which the left decorative symbol 41a starts to change first, followed by the center decorative symbol 41b and the right decorative symbol 41c, the "second start order" is the order in which the center decorative symbol 41b starts to change first, followed by the left decorative symbol 41a and the right decorative symbol 41c, and the "third start order" is the order in which the right decorative symbol 41c starts to change first, followed by the left decorative symbol 41a and the center decorative symbol 41b.

[0236] In the pachinko machine 1 of this embodiment, the decorative patterns 41a, 41b, and 41c end their variable display (stop display) in one of the "first end order," "second end order," and "third end order." The "first end order" refers to the order in which the left decorative pattern 41a ends its variable display first, followed by the center decorative pattern 41b and the right decorative pattern 41c, the "second end order" refers to the order in which the center decorative pattern 41b ends its variable display first, followed by the left decorative pattern 41a and the right decorative pattern 41c, and the "third end order" refers to the order in which the right decorative pattern 41c ends its variable display first, followed by the left decorative pattern 41a and the center decorative pattern 41b.

[0237] F-2-1. "Current setting value" suggestions: In the pachinko machine 1 of this embodiment, the start or end order of the variable display of the decorative patterns 41a, 41b, 41c can be used to suggest the "current setting value (the setting value that is currently set)".

[0238] In detail, as shown in FIG. 24(a), when the "current setting value" is "setting value 1" or "setting value 2", the decorative patterns 41a, 41b, and 41c start their variable display in the "first start order" with a probability of 50%, and start their variable display in other start orders with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end their variable display in the "first end order" with a probability of 50%, and end their variable display in other end orders with a probability of 25% each. In other words, when the "current setting value" is "setting value 1" or "setting value 2", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "first start order" (or the first end order) with the highest probability.

[0239] Also, when the "current setting value" is "setting value 3" or "setting value 4", the decorative patterns 41a, 41b, and 41c start their variable display in the "second start order" with a 50% probability, and start their variable display in other start orders with a 25% probability, respectively. Alternatively, the decorative patterns 41a, 41b, and 41c end their variable display in the "second end order" with a 50% probability, and end their variable display in other end orders with a 25% probability, respectively. In other words, when the "current setting value" is "setting value 3" or "setting value 4", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "second start order" (or the second end order) with the highest probability.

[0240] Also, when the "current setting value" is "setting value 5" or "setting value 6", the decorative patterns 41a, 41b, and 41c start the variable display in the "third start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "third end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "current setting value" is "setting value 5" or "setting value 6", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "third start order" (or the third end order) with the highest probability.

[0241] As described above, in the pachinko machine 1 of this embodiment, the variable display of the decorative symbols 41a, 41b, and 41c is started or ended in an order based on the "current setting value." This allows a novel gameplay feature to be realized in which the player who is trying to recognize the "current setting value" is drawn to the start or end order of the variable display of the decorative symbols 41a, 41b, and 41c, and this makes it possible to increase the interest in the game.

[0242] In addition, the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is performed may not be used, but the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is not performed may be used to suggest the "current setting value." In other words, when the reach performance is performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that does not correspond to the "current setting value," and when the reach performance is not performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that corresponds to the "current setting value."

[0243] F-2-2. "Current mode" suggestions: In addition, in the pachinko machine 1 of this embodiment, the start or end order of the varying display of the decorative patterns 41a, 41b, 41c may be utilized to suggest the "current mode (the mode currently set)."

[0244] In detail, as shown in FIG. 24(b), when the "current mode" is "mode A" or "mode B", the decorative patterns 41a, 41b, and 41c start their variable display in the "first start order" with a probability of 50%, and start their variable display in other start orders with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end their variable display in the "first end order" with a probability of 50%, and end their variable display in other end orders with a probability of 25% each. In other words, when the "current mode" is "mode A" or "mode B", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "first start order" (or the first end order) with the highest probability.

[0245] Also, when the "current mode" is "mode C" or "mode D", the decorative patterns 41a, 41b, and 41c start their variable display in the "second start order" with a 50% probability, and start their variable display in other start orders with a 25% probability, respectively. Alternatively, the decorative patterns 41a, 41b, and 41c end their variable display in the "second end order" with a 50% probability, and end their variable display in other end orders with a 25% probability, respectively. In other words, when the "current mode" is "mode C" or "mode D", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "second start order" (or the second end order) with the highest probability.

[0246] Also, when the "current mode" is "mode E" or "mode F", the decorative patterns 41a, 41b, and 41c start their variable display in the "third start order" with a 50% probability, and start their variable display in other start orders with a 25% probability, respectively. Alternatively, the decorative patterns 41a, 41b, and 41c end their variable display in the "third end order" with a 50% probability, and end their variable display in other end orders with a 25% probability, respectively. In other words, when the "current mode" is "mode E" or "mode F", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "third start order" (or the third end order) with the highest probability.

[0247] As described above, in the pachinko machine 1 of this embodiment, the variable display of the decorative symbols 41a, 41b, and 41c is started or ended in an order based on the "current mode." This allows a novel gameplay feature to be realized in which the player who is trying to recognize the "current mode" is drawn to the start or end order of the variable display of the decorative symbols 41a, 41b, and 41c, and this makes it possible to increase the interest in the game.

[0248] In addition, the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is performed may not be used, but the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is not performed may be used to suggest the "current mode." In other words, when the reach performance is performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that does not correspond to the "current mode," and when the reach performance is not performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that corresponds to the "current mode."

[0249] F-2-3. Suggestions for "Current setting value" and "Current mode": In addition, in the pachinko machine 1 of this embodiment, it may be possible to use one of the start sequence and end sequence of the varying display of the decorative patterns 41a, 41b, 41c to indicate the "current setting value," and to use the other to indicate the "current mode."

[0250] For example, the "current setting value" is suggested by the start order of the variable display of the decorative patterns 41a, 41b, and 41c, as described above with reference to Fig. 24(a). On the other hand, the "current mode" is suggested by the end order of the variable display of the decorative patterns 41a, 41b, and 41c, as described above with reference to Fig. 24(b).

[0251] As described above, in the pachinko machine 1 of this embodiment, one of the start order and end order of the variable display of the decorative patterns 41a, 41b, and 41c may be used to suggest the "current setting value," and the other may be used to suggest the "current mode." In this way, a novel gameplay can be realized in which a player who wants to recognize the "current setting value" is made to pay attention to one of the start order and end order of the variable display of the decorative patterns 41a, 41b, and 41c, and a player who wants to recognize the "current mode" is made to pay attention to the other of the start order and end order of the variable display of the decorative patterns 41a, 41b, and 41c, and it is possible to increase the interest in the game.

[0252] In addition, the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is performed may not be used, but the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is not performed may be used to suggest the "current setting value" and the "current mode". In other words, when the reach performance is performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that does not correspond to the "current setting value" and the "current mode", and when the reach performance is not performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that corresponds to the "current setting value" and the "current mode".

[0253] F-2-4. Suggestions for "Settings that can be changed in the current mode": In addition, in the pachinko machine 1 of this embodiment, the start and end order of the varying display of the decorative patterns 41a, 41b, 41c may be used to suggest "setting values ​​to which a transition can be made in the current mode" (or setting values ​​to which a transition cannot be made in the current mode).

[0254] In detail, if the "current mode" is "mode A", "setting value 1" to "setting value 3" may be set as the "current setting value" (these are setting values ​​to which transitions can be made), and accordingly, the probability that the start order of the variable display of decorative patterns 41a, 41b, 41c will be the "first start order" is made higher than the probability of any other start order.

[0255] Furthermore, if the "current mode" is "mode B", "setting value 1", "setting value 3", and "setting value 5" may be set as the "current setting value" (these are setting values ​​that can be transitioned), and accordingly, the probability that the start order of the variable display of decorative patterns 41a, 41b, and 41c will be the "second start order" is made higher than the probability of other start orders.

[0256] Furthermore, if the "current mode" is "mode C", then "setting value 2", "setting value 4", and "setting value 6" may be set as the "current setting value" (these are setting values ​​that can be transitioned), and accordingly, the probability that the start order of the variable display of decorative patterns 41a, 41b, and 41c will be the "third start order" is made higher than the probability of other start orders.

[0257] Furthermore, if the "current mode" is "mode F", "setting value 4" to "setting value 6" may be set as the "current setting value" (these are setting values ​​to which transitions can be made), and accordingly, the probability that the ending sequence of the varying display of decorative patterns 41a, 41b, and 41c will be the "first ending sequence" is made higher than the probability of other ending sequences.

[0258] On the other hand, if the "current mode" is "mode D" or "mode E", all of "setting value 1" to "setting value 6" may be set (these are transitionable setting values), and accordingly, the probability that the ending sequence of the varying display of decorative patterns 41a, 41b, 41c will be the "second ending sequence" is made higher than the probability of other ending sequences.

[0259] As described above, in the pachinko machine 1 of this embodiment, the start and end orders of the variable display of the decorative symbols 41a, 41b, and 41c may be used to suggest "the set values ​​to which the current mode can be changed." In this way, a novel gameplay is realized in which the start and end orders of the variable display of the decorative symbols 41a, 41b, and 41c are drawn to the player who is trying to recognize the "set values ​​to which the current mode can be changed," and it is possible to increase the interest in the game.

[0260] In addition, the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is performed may not be used, but the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is not performed may be used to suggest the "transitionable setting value in the current mode." In other words, when the reach performance is performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that does not correspond to the "transitionable setting value in the current mode," and when the reach performance is not performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that corresponds to the "transitionable setting value in the current mode."

[0261] As another embodiment, the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c may be used to suggest the "highest setting value." For example, if the "highest setting value" in the "current mode" is "setting value 3," the probability that the start order of the variable display of the decorative patterns 41a, 41b, and 41c will be the "first start order" is set higher than the probability of other start orders.

[0262] Also, if the "highest setting value" is "setting value 5", the probability that the start order of the variable display of the decorative patterns 41a, 41b, and 41c will be the "second start order" is set higher than the probability of other start orders. Also, if the "highest setting value" is "setting value 6", the probability that the start order of the variable display of the decorative patterns 41a, 41b, and 41c will be the "third start order" is set higher than the probability of other start orders.

[0263] In this way, a novel gameplay feature can be realized in which the player, who is trying to recognize the "highest setting value," is directed to the start order (or end order) of the varying display of the decorative patterns 41a, 41b, and 41c, thereby making it possible to increase the player's interest in the game.

[0264] Furthermore, as another embodiment, the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c may be used to suggest the "minimum setting value." For example, if the "minimum setting value" is "setting value 1," the probability that the end order of the variable display of the decorative patterns 41a, 41b, and 41c will be the "first end order" is set higher than the probability of other end orders.

[0265] Also, if the "minimum setting value" is "setting value 2", the probability that the ending order of the variable display of the decorative patterns 41a, 41b, and 41c will be the "second ending order" is set higher than the probability of other ending orders. Also, if the "minimum setting value" is "setting value 4", the probability that the ending order of the variable display of the decorative patterns 41a, 41b, and 41c will be the "third ending order" is set higher than the probability of other ending orders.

[0266] In this way, a novel gameplay feature can be realized in which the player, who is trying to recognize the "minimum setting value," is directed to the start order (or end order) of the varying display of the decorative patterns 41a, 41b, and 41c, thereby making it possible to increase the player's interest in the game.

[0267] F-2-5. Suggestions for "Current Transition Order": In addition, in the pachinko machine 1 of this embodiment, it may be possible to suggest the "current transition order (currently set transition order)" by utilizing the start order and end order of the varying display of the decorative patterns 41a, 41b, 41c.

[0268] In detail, as shown in FIG. 25(a), when the "current transition order" is "transition order 1" or "transition order 2", the decorative patterns 41a, 41b, and 41c start their variable display in the "first start order" with a probability of 50%, and start their variable display in other start orders with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end their variable display in the "first end order" with a probability of 50%, and end their variable display in other end orders with a probability of 25% each. In other words, when the "current transition order" is "transition order 1" or "transition order 2", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "first start order" (or the first end order) with the highest probability.

[0269] Also, when the "current transition order" is "transition order 3" or "transition order 4", the decorative patterns 41a, 41b, and 41c start the variable display in the "second start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "second end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "current transition order" is "transition order 3" or "transition order 4", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "second start order" (or the second end order) with the highest probability.

[0270] Also, when the "current transition order" is "transition order 5" or "transition order 6", the decorative patterns 41a, 41b, and 41c start the variable display in the "third start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "third end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "current transition order" is "transition order 5" or "transition order 6", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "third start order" (or the third end order) with the highest probability.

[0271] As described above, in the pachinko machine 1 of this embodiment, the variable display of the decorative symbols 41a, 41b, and 41c is started or ended in an order based on the "current transition order." In this way, a novel gameplay is realized in which the player who tries to recognize the "current transition order" is made to pay attention to the start or end order of the variable display of the decorative symbols 41a, 41b, and 41c, and it is possible to increase the interest in the game.

[0272] In addition, the start order (or end order) of the variable display of the decorative patterns 41a, 41b, 41c when the reach performance is performed may not be used, but the start order (or end order) of the variable display of the decorative patterns 41a, 41b, 41c when the reach performance is not performed may be used to suggest the "current transition order." In other words, when the reach performance is performed, the variable display of the decorative patterns 41a, 41b, 41c may be started (ended) in a start order (or end order) that does not correspond to the "current transition order," and when the reach performance is not performed, the variable display of the decorative patterns 41a, 41b, 41c may be started (ended) in a start order (or end order) that corresponds to the "current transition order."

[0273] F-2-6. "Highest setting value remaining" and "Lowest setting value remaining" indications: In addition, in the pachinko machine 1 of this embodiment, the start and end order of the varying display of the decorative patterns 41a, 41b, 41c may be utilized to indicate "staying at the highest setting value" or "staying at the lowest setting value."

[0274] For example, when the state is neither "staying at the highest setting value" nor "staying at the lowest setting value," the probability that the start order (or end order) of the varying display of decorative patterns 41a, 41b, 41c will be the "second start order" (or second end order) is made higher than the probability that it will be any other start order (or any other end order).

[0275] On the other hand, when the "highest setting value is reached", the probability that the start order (or end order) of the variable display of the decorative patterns 41a, 41b, 41c will be the "third start order" (or the third end order) is set higher than the probability that it will be any other start order (or any other end order). On the other hand, when the "lowest setting value is reached", the probability that the start order (or end order) of the variable display of the decorative patterns 41a, 41b, 41c will be the "first start order" (or the first end order) is set higher than the probability that it will be any other start order (or any other end order).

[0276] As described above, in the pachinko machine 1 of this embodiment, the start and end orders of the variable display of the decorative patterns 41a, 41b, and 41c may be used to suggest "staying at the highest setting value" or "staying at the lowest setting value." In this way, a novel gameplay is realized in which the start and end orders of the variable display of the decorative patterns 41a, 41b, and 41c are drawn to the player who is trying to recognize that "staying at the highest setting value" or "staying at the lowest setting value," and it is possible to increase the interest in the game.

[0277] In addition, the start order (or end order) of the variable display of the decorative patterns 41a, 41b, 41c when the reach performance is performed may not be used, but the start order (or end order) of the variable display of the decorative patterns 41a, 41b, 41c when the reach performance is not performed may be used to suggest "staying at the highest setting value" or "staying at the lowest setting value". In other words, when the reach performance is performed, the variable display of the decorative patterns 41a, 41b, 41c may be started (ended) in a start order (or end order) that does not correspond to "staying at the highest setting value" or "staying at the lowest setting value", and when the reach performance is not performed, the variable display of the decorative patterns 41a, 41b, 41c may be started (ended) in a start order (or end order) that corresponds to "staying at the highest setting value" or "staying at the lowest setting value".

[0278] In addition, when the decorative patterns 41a, 41b, 41c are displayed stopped at "double numbers," one of the start order and end order of the varying display of the decorative patterns 41a, 41b, 41c (for example, only the start order) can be used to suggest "staying at the highest setting value" or "staying at the lowest setting value," and when the decorative patterns 41a, 41b, 41c are displayed stopped at "variable numbers," the other of the start order and end order of the varying display of the decorative patterns 41a, 41b, 41c (for example, only the end order) can be used to suggest "staying at the highest setting value" or "staying at the lowest setting value."

[0279] F-2-7. Suggestion for "next setting value": In addition, in the pachinko machine 1 of this embodiment, the start order or end order of the variable display of the decorative patterns 41a, 41b, and 41c may be used to suggest the "next setting value." For example, as shown in FIG. 25(b), when the "next setting value" is "setting value 1" or "setting value 2," the decorative patterns 41a, 41b, and 41c start variable display in the "first starting order" with a probability of 50%, and start variable display in other starting orders with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end variable display in the "first ending order" with a probability of 50%, and end variable display in other ending orders with a probability of 25% each. That is, when the "next setting value" is "setting value 1" or "setting value 2," the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "first starting order" (or the first ending order) with the highest probability.

[0280] Also, when the "next setting value" is "setting value 3" or "setting value 4", the decorative patterns 41a, 41b, and 41c start the variable display in the "second start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "second end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "next setting value" is "setting value 3" or "setting value 4", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "second start order" (or the second end order) with the highest probability.

[0281] Also, when the "next setting value" is "setting value 5" or "setting value 6", the decorative patterns 41a, 41b, and 41c start the variable display in the "third start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "third end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "next setting value" is "setting value 5" or "setting value 6", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "third start order" (or the third end order) with the highest probability.

[0282] As described above, in the pachinko machine 1 of this embodiment, the variable display of the decorative symbols 41a, 41b, and 41c is started or ended in an order based on the "next setting value." In this way, a novel gameplay is realized in which the player who is trying to recognize the "next setting value" is made to pay attention to the start or end order of the variable display of the decorative symbols 41a, 41b, and 41c, and it is possible to increase the interest in the game.

[0283] In addition, the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is performed may not be used, but the start order (or end order) of the variable display of the decorative symbols 41a, 41b, 41c when the reach performance is not performed may be used to suggest the "next set value." In other words, when the reach performance is performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that does not correspond to the "next set value," and when the reach performance is not performed, the variable display of the decorative symbols 41a, 41b, 41c may be started (ended) in a start order (or end order) that corresponds to the "next set value."

[0284] As another embodiment, the "next setting value" may be suggested to have a higher probability of winning than the "current setting value", or the "next setting value" may be suggested to have a lower probability of winning than the "current setting value". For example, when the "next setting value" and the "current setting value" are the same (this is not the case in this embodiment, but the next setting value and the current setting value may be the same), the probability that the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c will be the "second start order" (or the second end order) is made higher than the probability that it will be another start order (or another end order).

[0285] On the other hand, if the "next setting value" is a setting value with a higher probability of winning than the "current setting value", the probability that the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c will be the "third start order" (or third end order) is made higher than the probability of any other start order (or any other end order). On the other hand, if the "next setting value" is a setting value with a lower probability of winning than the "current setting value", the probability that the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c will be the "first start order" (or first end order) is made higher than the probability of any other start order (or any other end order).

[0286] In this way, a novel gameplay can be realized in which the player, who is trying to recognize whether the "next set value" has a higher or lower probability of winning than the "current set value," is directed to the start or end order of the varying display of the decorative patterns 41a, 41b, 41c, thereby making it possible to increase the interest in the game.

[0287] F-2-8. Suggestions for "transition timing": In addition, in the pachinko machine 1 of this embodiment, the start and end order of the variable display of the decorative symbols 41a, 41b, and 41c may be used to suggest "transition timing (the timing at which the current setting value transitions)." This "transition timing" may also suggest the "remaining number of transitions."

[0288] For example, as shown in FIG. 26(a), when the "remaining number of transitions" is "101 times to 200 times", the decorative patterns 41a, 41b, and 41c start the variable display in the "first start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "first end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "remaining number of transitions" is "101 times to 200 times", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "first start order" (or the first end order) with the highest probability.

[0289] Also, when the "remaining number of transitions" is "51 times to 100 times", the decorative patterns 41a, 41b, and 41c start the variable display in the "second start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "second end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "remaining number of transitions" is "51 times to 100 times", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "second start order" (or the second end order) with the highest probability.

[0290] Also, when the "remaining number of transitions" is "1 to 50 times", the decorative patterns 41a, 41b, and 41c start the variable display in the "third start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "third end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "remaining number of transitions" is "1 to 50 times", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "third start order" (or the third end order) with the highest probability.

[0291] As another embodiment, the "number of remaining balls for transition" may be suggested as the "transition timing". For example, as shown in FIG. 26(b), when the "number of remaining balls for transition" is "1001 to 2000", the decorative patterns 41a, 41b, and 41c start variable display in the "first start order" with a probability of 50%, and start variable display in other start orders with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end variable display in the "first end order" with a probability of 50%, and end variable display in other end orders with a probability of 25% each. That is, when the "number of remaining balls for transition" is "1001 to 2000", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "first start order" (or the first end order) with the highest probability.

[0292] Also, when the "number of remaining balls for transition" is "501 to 1000", the decorative patterns 41a, 41b, and 41c start the variable display in the "second start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "second end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "number of remaining balls for transition" is "501 to 1000", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "second start order" (or the second end order) with the highest probability.

[0293] Also, when the "number of remaining balls for transition" is "1 to 500", the decorative patterns 41a, 41b, and 41c start the variable display in the "third start order" with a probability of 50%, and start the variable display in the other start order with a probability of 25% each. Alternatively, the decorative patterns 41a, 41b, and 41c end the variable display in the "third end order" with a probability of 50%, and end the variable display in the other end order with a probability of 25% each. In other words, when the "number of remaining balls for transition" is "1 to 500", the start order (or end order) of the variable display of the decorative patterns 41a, 41b, and 41c is the "third start order" (or the third end order) with the highest probability.

[0294] As described above, in the pachinko machine 1 of this embodiment, the variable display of the decorative symbols 41a, 41b, and 41c is started or ended in an order based on the "transition timing." This allows a novel gameplay feature to be realized in which the player who is trying to recognize the "transition timing" is drawn to the start or end order of the variable display of the decorative symbols 41a, 41b, and 41c, and this makes it possible to increase the interest in the game.

[0295] In addition, the start order (or end order) of the variable display of the decorative patterns 41a, 41b, 41c when the reach performance is performed may not be used, but the start order (or end order) of the variable display of the decorative patterns 41a, 41b, 41c when the reach performance is not performed may be used to suggest the "transition timing". In other words, when the reach performance is performed, the variable display of the decorative patterns 41a, 41b, 41c may be started (ended) in a start order (or end order) that does not correspond to the "transition timing", and when the reach performance is not performed, the variable display of the decorative patterns 41a, 41b, 41c may be started (ended) in a start order (or end order) that corresponds to the "transition timing".

[0296] F-3. Use of the display format of the distribution lines: In addition, in the pachinko machine 1 of this embodiment, when the "variety of symbols" is displayed in a stopped state without a reach performance being performed, the display mode of the "variety of symbols" may suggest information related to the "setting value transition function" (the various information described above in the "F-1" section).

[0297] For example, in the pachinko machine 1 of this embodiment, when a "barakeme" is stopped and displayed without a reach performance, the left decorative pattern 41a and the center decorative pattern 41b may be displayed as a pattern showing "7" (a pattern showing the same number), and the right decorative pattern 41c may be displayed as a pattern showing a number other than "7" (a pattern showing a number different from the left decorative pattern 41a and the center decorative pattern 41b). In this specification, such a "barakeme" is also referred to as a "special barakeme".

[0298] In such a "special variation", a pattern showing any one of "1" to "6", "8", or "9" is displayed as the right decorative pattern 41c. Therefore, by utilizing the display mode (the number shown by the pattern) of the right decorative pattern 41c when the "special variation" is displayed, information related to the "setting value transition function" (the various information described above in the "F-1" section) is suggested.

[0299] In more detail, when the "special variation" is displayed, the larger the number indicated by the right decorative pattern 41c, the more likely it is that some or all of the "current setting value", "current mode", "next setting value", "lowest setting value", and "highest setting value" are more advantageous to the player. In other words, when some or all of the "current setting value", "current mode", "next setting value", "lowest setting value", and "highest setting value" are more advantageous to the player, the more likely it is that the number indicated by the right decorative pattern 41c when the "special variation" is displayed is larger.

[0300] In addition, when the number indicated by the right decorative pattern 41c when the "special random number" is displayed is larger, the "current transition order" may be more likely to be a later order. In other words, when the "current transition order" is a later order, the number indicated by the right decorative pattern 41c when the "special random number" is displayed may be more likely to be larger.

[0301] Also, when the "special scatter marks" are displayed, the larger the number indicated by the right decorative pattern 41c, the more likely it is that there are "transitional setting values ​​in the current mode." In other words, when the "special scatter marks" are displayed, the larger the number indicated by the right decorative pattern 41c, the more likely it is that there are "transitional setting values ​​in the current mode."

[0302] Also, when the "special random number" is displayed, the larger the number indicated by the right decorative pattern 41c, the higher the possibility of "staying at the highest setting value". In other words, when the "special random number" is displayed, the number indicated by the right decorative pattern 41c is more likely to be larger than when the "staying at the highest setting value" is not displayed.

[0303] Also, when the number indicated by the right decorative pattern 41c when the "special random number" is displayed is smaller, it may be more likely that the "minimum setting value is being reached". In other words, when the "minimum setting value is being reached", the number indicated by the right decorative pattern 41c when the "special random number" is displayed may be smaller than when the "minimum setting value is being reached".

[0304] Also, when the "special scatter" is displayed, the larger the number indicated by the right decorative pattern 41c, the more likely it is that the "transition timing" is near (the number of remaining transitions or the number of remaining transition balls is smaller). In other words, when the "transition timing" is near (the number of remaining transitions or the number of remaining transition balls is smaller), the number indicated by the right decorative pattern 41c when the "special scatter" is displayed may be larger.

[0305] As another embodiment, it may be suggested that the "next setting value" is a setting value with a higher probability of winning than the "current setting value", or that the "next setting value" is a setting value with a lower probability of winning than the "current setting value". For example, if the "next setting value" is a setting value with a higher probability of winning than the "current setting value", the number indicated by the right decorative pattern 41c when the "special scatter mark" is displayed is likely to be larger. On the other hand, if the "next setting value" is a setting value with a lower probability of winning than the "current setting value", the number indicated by the right decorative pattern 41c when the "special scatter mark" is displayed is likely to be larger.

[0306] As described above, in the pachinko machine 1 of this embodiment, when the "variable eyes" are stopped and displayed without a reach effect, the display mode of the "variable eyes" may suggest information related to the "setting value transition function". In this way, a novel gameplay is realized in which the player who is trying to recognize information related to the "setting value transition function" is drawn to the display mode of the "variable eyes" when the "variable eyes" are stopped and displayed without a reach effect, and it is possible to increase the interest in the game.

[0307] F-4. Use of fixed display time: In addition, in the pachinko machine 1 of this embodiment, the confirmed display time when the decorative patterns 41a, 41b, and 41c are displayed in a stopped state may suggest information related to the "setting value transition function" (the various information described above in the "F-1" column).

[0308] For example, in the pachinko machine 1 of this embodiment, when the decorative symbols 41a, 41b, and 41c are stopped and displayed in a "variety of patterns", the fixed display time may be 1 second, 2 seconds, or 3 seconds. Therefore, the fixed display time when the decorative symbols 41a, 41b, and 41c are stopped and displayed in a "variety of patterns" is used to suggest information related to the "setting value transition function" (the various information described above in the "F-1" section).

[0309] In detail, when the decorative patterns 41a, 41b, 41c are stopped and displayed in a "variety" pattern, the fixed display time may be longer, which may indicate that some or all of the "current setting value", "current mode", "next setting value", "lowest setting value", and "highest setting value" are more advantageous to the player. In other words, when some or all of the "current setting value", "current mode", "next setting value", "lowest setting value", and "highest setting value" are more advantageous to the player, the fixed display time may be longer, which may indicate that the decorative patterns 41a, 41b, 41c are stopped and displayed in a "variety" pattern.

[0310] In addition, when the decorative patterns 41a, 41b, and 41c are stopped and displayed in a "distributed pattern" for a longer fixed display time, the "current transition order" may be more likely to be a later order. In other words, when the "current transition order" is a later order, the fixed display time when the decorative patterns 41a, 41b, and 41c are stopped and displayed in a "distributed pattern" may be more likely to be longer.

[0311] In addition, when the decorative patterns 41a, 41b, and 41c are stopped and displayed in a "distributed" state, the longer the fixed display time, the more likely it is that there are "transitionable setting values ​​in the current mode." In other words, when there are more "transitionable setting values ​​in the current mode," the more likely it is that the fixed display time when the decorative patterns 41a, 41b, and 41c are stopped and displayed in a "distributed" state will be longer.

[0312] In addition, the longer the fixed display time when the decorative patterns 41a, 41b, 41c are stopped and displayed in a "scattered pattern", the higher the possibility of "staying at the highest setting value". In other words ...

[0313] In addition, the possibility of "minimum setting value staying" may be higher when the fixed display time when the decorative patterns 41a, 41b, 41c are stopped and displayed in "dispersed" is shorter. In other words, the fixed display time when the decorative patterns 41a, 41b, 41c are stopped and displayed in "dispersed" may be shorter when the "minimum setting value staying" is being reached than when the "minimum setting value staying" is not being reached.

[0314] In addition, when the decorative patterns 41a, 41b, and 41c are stopped and displayed with "variables", the fixed display time is longer, and it is more likely that the "transition timing" is closer (the number of remaining transitions or the number of remaining transition balls is smaller). In other words, when the "transition timing" is closer (the number of remaining transitions or the number of remaining transition balls is smaller), the fixed display time is more likely to be longer when the decorative patterns 41a, 41b, and 41c are stopped and displayed with "variables".

[0315] As another embodiment, the "next setting value" may be suggested to have a higher probability of winning than the "current setting value", or the "next setting value" may be suggested to have a lower probability of winning than the "current setting value". For example, if the "next setting value" is a setting value with a higher probability of winning than the "current setting value", the fixed display time when the decorative patterns 41a, 41b, and 41c are stopped and displayed in the "variety" is likely to be longer. On the other hand, if the "next setting value" is a setting value with a lower probability of winning than the "current setting value", the fixed display time when the decorative patterns 41a, 41b, and 41c are stopped and displayed in the "variety" is likely to be shorter.

[0316] As described above, in the pachinko machine 1 of this embodiment, the fixed display time when the decorative symbols 41a, 41b, and 41c are stopped and displayed may suggest information related to the "setting value transition function." In this way, a novel gameplay is realized in which the fixed display time when the decorative symbols 41a, 41b, and 41c are stopped and displayed is drawn to the player who is trying to recognize information related to the "setting value transition function," and it is possible to increase the interest in the game.

[0317] F-5. Use of music output format: In addition, in the pachinko machine 1 of this embodiment, in the low probability state (or non-electric support state), it is possible to play (output) "music suggesting a low probability state (or non-electric support state)". In this specification, this "music suggesting a low probability state (or non-electric support state)" is also expressed as "status suggesting music". In the pachinko machine 1 of this embodiment, as such "status suggesting music", "status suggesting music A", "status suggesting music B", and "status suggesting music C" can be output. "Status suggesting music A", "status suggesting music B", and "status suggesting music C" are different types of music. For example, "status suggesting music A" is a rock music, "status suggesting music B" is a samba music, and "status suggesting music C" is a classical music. Of course, the "status suggesting music" is output from "various speakers 6a, 6b" by the CPU 221 of the sub-control board 220 performing a predetermined output process.

[0318] F-5-1. Use of initial song types: The CPU 221 of the sub-control board 220 starts outputting a "status suggestive music piece" based on the setting of a low probability state (or a non-electric support state). In this specification, the "status suggestive music piece" that starts to be output based on the setting of such a low probability state (or a non-electric support state) is also referred to as an "initial music piece." As shown in FIG. 27(a), in the pachinko machine 1 of this embodiment, one of "status suggestive music piece A," "status suggestive music piece B," and "status suggestive music piece C" is selected as the "initial music piece" and output of the selected piece is started.

[0319] As shown in FIG. 27(b), the type of "initial song" may suggest information related to the "setting value transition function" (the various information described above in the "F-1" column).

[0320] In more detail, it may be possible that some or all of the "current setting value", "current mode", "next setting value", "minimum setting value", and "maximum setting value" are more likely to be advantageous to the player when the "initial music piece" is "status suggestive music piece C" than when the "initial music piece" is "status suggestive music piece A" or "status suggestive music piece B." In other words, it may be possible that "status suggestive music piece C" is more likely to be output as the "initial music piece" when some or all of the "current setting value", "current mode", "next setting value", "minimum setting value", and "maximum setting value" are more advantageous to the player.

[0321] Also, it may be more likely that the "current transition order" is later when the "initial music piece" is "status suggestive music piece C" than when the "initial music piece" is "status suggestive music piece A" or "status suggestive music piece B." In other words, it may be more likely that the "status suggestive music piece C" is output as the "initial music piece" when the "current transition order" is later.

[0322] Also, it may be more likely that there are more "transitionable setting values ​​in the current mode" when the "initial music" is "status suggestive music C" than when the "initial music" is "status suggestive music A" or "status suggestive music B." In other words, it may be more likely that "status suggestive music C" is output as the "initial music" when there are more "transitionable setting values ​​in the current mode."

[0323] Also, it may be possible that the possibility of "staying at the highest setting value" is higher when the "initial music piece" is "status suggestive music piece C" than when the "initial music piece" is "status suggestive music piece A" or "status suggestive music piece B." In other words, it may be more likely that "status suggestive music piece C" is output as the "initial music piece" when "staying at the highest setting value" is true than when "staying at the highest setting value" is not true.

[0324] Also, it may be possible that the possibility of "staying at the lowest setting value" is higher when the "initial music piece" is "status suggestive music piece A" than when the "initial music piece" is "status suggestive music piece B" or "status suggestive music piece C." In other words, it may be more likely that "status suggestive music piece A" is output as the "initial music piece" when the "status suggestive music piece" is "staying at the lowest setting value" than when the "status suggestive music piece" is not "staying at the lowest setting value."

[0325] Also, it may be more likely that the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transition is smaller) when the "initial music" is "status suggestive music C" than when the "initial music" is "status suggestive music A" or "status suggestive music B." In other words, it may be more likely that the "status suggestive music C" is output as the "initial music" when the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transition is smaller).

[0326] As another embodiment, the "next setting value" may be a setting value with a higher probability of winning than the "current setting value", or the "next setting value" may be a setting value with a lower probability of winning than the "current setting value". For example, if the "next setting value" is a setting value with a higher probability of winning than the "current setting value", the probability of "state suggestive music C" being output as the "initial music" is higher than when the setting value is not high (the same or a lower setting value). On the other hand, if the "next setting value" is a setting value with a lower probability of winning than the "current setting value", the probability of "state suggestive music A" being output as the "initial music" is higher than when the setting value is not low (the same or a higher setting value).

[0327] As described above, in the pachinko machine 1 of this embodiment, the type of "initial music" may suggest information related to the "setting value transition function." In this way, a novel gameplay feature can be realized in which a player who is trying to recognize information related to the "setting value transition function" is drawn to the type of "initial music," thereby making it possible to increase interest in the game.

[0328] As another embodiment, the "status suggestive music A", "status suggestive music B", and "status suggestive music C" may be the same music pieces, but may differ in volume or playback speed. For example, the "status suggestive music A", "status suggestive music B", and "status suggestive music C" may all be specific classical music pieces. The "status suggestive music A" may be a music piece that is output (played) at a first volume (first speed), the "status suggestive music B" may be a music piece that is output (played) at a second volume (second speed), and the "status suggestive music C" may be a music piece that is output (played) at a third volume (third speed).

[0329] In such a case, the volume and playback speed of the "status suggestive music" will suggest information related to the "setting value transition function." This allows a novel gameplay feature to be realized in which the player, who is trying to recognize information related to the "setting value transition function," is drawn to the volume and playback speed of the "status suggestive music," thereby making it possible to increase interest in the game.

[0330] F-5-2. Use of song order: In addition, in the pachinko machine 1 of this embodiment, in the low probability state (or non-electric support state), the "status suggestive music" may be output in a predetermined order. For example, as shown in FIG. 28(a), when the low probability state (or non-electric support state) is set, the output of "status suggestive music A" may be started, when a predetermined change condition is established, the output of "status suggestive music B" may be started, and when a predetermined change condition is established thereafter, the output of "status suggestive music C" may be started. In this specification, the output order of such "status suggestive music", that is, the order of "status suggestive music A" → "status suggestive music B" → "status suggestive music C" is also expressed as "music order 1".

[0331] Also, when a low probability state (or a non-electric support state) is set, output of "status suggestive music A" may be started, when a predetermined change condition is established, output of "status suggestive music B" may be started, and when a predetermined change condition is subsequently established, output of "status suggestive music A" may be started. In this specification, the output order of such "status suggestive music", i.e., "status suggestive music A" → "status suggestive music B" → "status suggestive music A" is also expressed as "music order 2".

[0332] Also, when a low probability state (or non-electric support state) is set, output of "status suggestive music A" may be started, when a predetermined change condition is established, output of "status suggestive music C" may be started, and when a predetermined change condition is established thereafter, output of "status suggestive music B" may be started. In this specification, the output order of such "status suggestive music", that is, "status suggestive music A" → "status suggestive music C" → "status suggestive music B", is also expressed as "music order 3".

[0333] Also, when a low probability state (or non-electric support state) is set, output of "status suggestive music A" may be started, when a predetermined change condition is established, output of "status suggestive music C" may be started, and when a predetermined change condition is subsequently established, output of "status suggestive music A" may be started. In this specification, the output order of such "status suggestive music", i.e., "status suggestive music A" → "status suggestive music C" → "status suggestive music A" is also expressed as "music order 4".

[0334] As shown in FIG. 28(b), information relating to the "setting value transition function" (the various information described above in the "F-1" section) may be suggested in the "song order."

[0335] In more detail, it may be possible that some or all of the "current setting value", "current mode", "next setting value", "lowest setting value", and "highest setting value" are more likely to be advantageous to the player when the "status suggestive music" is output in "song order 4" than when it is output in "song order 1" to "song order 3". In other words, it may be possible that the "status suggestive music" is more likely to be output in "song order 4" when some or all of the "current setting value", "current mode", "next setting value", "lowest setting value", and "highest setting value" are more advantageous to the player.

[0336] Also, it may be possible that the "current transition order" is more likely to be a later order when the "state suggestive music" is output in "song order 4" than when the "current transition order" is output in "song order 1" to "song order 3." In other words, it may be possible that the "state suggestive music" is more likely to be output in "song order 4" when the "current transition order" is a later order.

[0337] Also, it may be possible that there is a higher possibility that there are more "transitionable setting values ​​in the current mode" when the "status suggestive music" is output in "song order 4" than when the "status suggestive music" is output in "song order 1" to "song order 3." In other words, it may be possible that there are more "transitionable setting values ​​in the current mode" when the "status suggestive music" is output in "song order 4."

[0338] Also, it may be possible that the possibility of "staying at the highest setting value" is higher when the "status suggestive music" is output in "song order 4" than when it is output in "song order 1" to "song order 3." In other words, when "staying at the highest setting value" is present, the "status suggestive music" may be more likely to be output in "song order 4" than when "staying at the highest setting value" is not present.

[0339] Also, it may be possible that the possibility of "staying at the lowest setting value" is higher when the "status suggestive music" is output in "song order 1" than when it is output in "song order 2" to "song order 4." In other words, when "staying at the lowest setting value" is present, it may be more likely that the "status suggestive music" is output in "song order 1" than when "staying at the lowest setting value" is not present.

[0340] Also, it may be more likely that the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transition is smaller) when the "status suggestive music" is output in "song order 4" than when it is output in "song order 1" to "song order 3." In other words, it may be more likely that the "status suggestive music" is output in "song order 4" when the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transition is smaller).

[0341] As another embodiment, the "next setting value" may be a setting value with a higher probability of winning than the "current setting value", or the "next setting value" may be a setting value with a lower probability of winning than the "current setting value". For example, if the "next setting value" is a setting value with a higher probability of winning than the "current setting value", the "status suggestive music" is more likely to be output in "music order 4" than if the setting value is not high (the same or a lower setting value). On the other hand, if the "next setting value" is a setting value with a lower probability of winning than the "current setting value", the "status suggestive music" is more likely to be output in "music order 1" than if the setting value is not low (the same or a higher setting value).

[0342] As described above, in the pachinko machine 1 of this embodiment, information related to the "setting value transition function" may be suggested by the "music sequence." In this way, a novel gameplay feature can be realized in which a player who is trying to recognize information related to the "setting value transition function" is drawn to the "music sequence," thereby making it possible to increase interest in the game.

[0343] In addition, the above-mentioned predetermined change condition can be, for example, the number of times the special chart changes since the output of the currently output "status suggestive music" started reaching a specified number (for example, 50 times), a specific performance (for example, reach performance) is executed, etc. In addition, when the last "status suggestive music" of each music sequence is played, the first "status suggestive music" of the music sequence is played when the next predetermined change condition is established.

[0344] F-5-3. Use of change conditions: Furthermore, in the pachinko machine 1 of this embodiment, in a low probability state (or non-electric support state), if a predetermined change condition is met while a predetermined "status suggestive music" is being output, another "status suggestive music" is output in place of the "status suggestive music", and it may be possible to set multiple types of change conditions.

[0345] For example, as shown in FIG. 29(a), a first change condition and a second change condition that is more likely to be satisfied than the first change condition can be set as the predetermined change condition. For example, the first change condition is set to 100 times the number of times the special chart changes from the start of the output of the currently output "status suggestive music", and the second change condition is set to 50 times the number of times the special chart changes from the start of the output of the currently output "status suggestive music". Alternatively, the first change condition is set to winning a "change lottery with a 1 in 100 chance of winning" that is executed when the special pattern is displayed, and the second change condition is set to winning a "change lottery with a 1 in 50 chance of winning" that is executed when the special pattern is displayed.

[0346] In this way, when the first change condition and the second change condition can be set as the predetermined change condition, when the output of the "status suggestive music" starts (when the low probability state (or non-electric support state) is set), either the first change condition or the second change condition is set as the change condition. Then, each time the set change condition is established, the "status suggestive music" to be output is changed in a predetermined order (for example, the order described above with reference to FIG. 28(a)).

[0347] In such a configuration, as shown in FIG. 29(b), information related to the "setting value transition function" (the various information described above in the "F-1" section) may be suggested based on the type of change condition that has been set (whether the status suggestive music is likely to be changed, how often the status suggestive music is changed, and the timing at which the status suggestive music is changed).

[0348] In detail, it may be possible that some or all of the "current setting value", "current mode", "next setting value", "minimum setting value", and "maximum setting value" are more likely to be advantageous to the player when the second change condition is set (when the status suggestive music is more likely to change) (when the status suggestive music is changed more frequently) (when the timing of changing the status suggestive music is earlier) than when the first change condition is set as the change condition. In other words, it may be possible that the "second change condition" is more likely to be set when some or all of the "current setting value", "current mode", "next setting value", "minimum setting value", and "maximum setting value" are more advantageous to the player.

[0349] Also, it may be more likely that the "current transition order" is later when the second change condition is set (when the state suggestive music is more likely to be changed) (when the state suggestive music is changed more frequently) (when the timing of changing the state suggestive music is earlier) than when the first change condition is set as the change condition. In other words, it may be more likely that the "second change condition" is set when the "current transition order" is later.

[0350] Also, it may be more likely that there are more "setting values ​​that can be changed in the current mode" when the second change condition is set (when the state suggestive music is easily changed) (when the state suggestive music is changed frequently) (when the timing of changing the state suggestive music is early) than when the first change condition is set as the change condition. In other words, it may be more likely that the "second change condition" is set when there are more "setting values ​​that can be changed in the current mode".

[0351] Also, it may be more likely that the "maximum setting value is staying" occurs when the first change condition is set (when the status suggestive music is easily changed) (when the status suggestive music is changed frequently) (when the timing of changing the status suggestive music is early) than when the second change condition is set as the change condition. In other words, it may be more likely that the "second change condition" is set when the "maximum setting value is staying" than when the "maximum setting value is not staying".

[0352] Also, it may be more likely that the "minimum setting value is staying" when the second change condition is set (when the status suggestive music is difficult to change) (when the status suggestive music is changed less frequently) (when the timing of changing the status suggestive music is late) than when the first change condition is set as the change condition. In other words, it may be more likely that the "first change condition" is set when the "minimum setting value is staying" than when the "minimum setting value is not staying".

[0353] Also, it may be more likely that the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transition are smaller) when the second change condition is set (when the state suggestive music is more likely to change) (when the state suggestive music is changed more frequently) (when the timing of changing the state suggestive music is earlier) than when the first change condition is set as the change condition. In other words, it may be more likely that the "second change condition" is set when the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transition are smaller).

[0354] As another embodiment, it may be suggested that the "next setting value" has a higher probability of winning than the "current setting value", or that the "next setting value" has a lower probability of winning than the "current setting value". For example, if the "next setting value" has a higher probability of winning than the "current setting value", the "second change condition" is more likely to be set than if the "next setting value" is a not-higher setting (the same or a lower setting). On the other hand, if the "next setting value" has a lower probability of winning than the "current setting value", the "first change condition" is more likely to be set than if the "next setting value" is a not-lower setting (the same or a higher setting).

[0355] As described above, in the pachinko machine 1 of this embodiment, information related to the "setting value transition function" may be suggested by the type of change condition that has been set (whether the status suggestive music is likely to be changed, the frequency of change of the status suggestive music, the timing of change of the status suggestive music). In this way, a novel gameplay can be realized in which a player who is trying to recognize information related to the "setting value transition function" is made to pay attention to the type of change condition that has been set (whether the status suggestive music is likely to be changed, the frequency of change of the status suggestive music, the timing of change of the status suggestive music), thereby making it possible to increase interest in the game.

[0356] In another embodiment, when the above-mentioned change condition is satisfied, the volume or playback speed of the state suggestive music may be changed instead of changing the type of the state suggestive music. For example, when the change condition is satisfied during output of "state suggestive music A", the volume of the "state suggestive music A" may be changed, or the playback speed of the "state suggestive music A" may be changed (for example, from a first speed to a second speed faster than the first speed).

[0357] In such a case, information related to the "setting value transition function" is suggested by the type of change condition that has been set (whether the volume or playback speed of the status suggestive music is easily changed, how often the volume or playback speed of the status suggestive music is changed, and the timing of change to the volume or playback speed of the status suggestive music). For this reason, a novel gameplay is realized in which a player who is trying to recognize information related to the "setting value transition function" is directed to the type of change condition that has been set (whether the volume or playback speed of the status suggestive music is easily changed, how often the volume or playback speed of the status suggestive music is changed, and the timing of change to the volume or playback speed of the status suggestive music), thereby making it possible to increase interest in the game.

[0358] F-5-4. Use of start conditions: Furthermore, in the pachinko machine 1 of this embodiment, in the low probability state (or non-electric support state), when the start condition is established, the output of the "state suggestive music" may be started.

[0359] For example, it is possible to set a first start condition and a second start condition that is easier to be established than the first start condition as the predetermined start condition. For example, the first start condition is set to 100 times the number of times the special pattern changes after the currently set low probability state (or non-electric support state) is set, and the second start condition is set to 50 times the number of times the special pattern changes after the currently set low probability state (or non-electric support state) is set. Alternatively, the first start condition is set to winning the "start lottery with a 1 in 100 chance of winning" that is executed when the special pattern is displayed, and the second start condition is set to winning the "start lottery with a 1 in 50 chance of winning" that is executed when the special pattern is displayed.

[0360] In this way, when the first and second start conditions can be set as the predetermined start conditions, when the low probability state (or the non-electric support state) is set, either the first or second start condition is set as the start condition. Then, when the set start condition is established, the output of the "state suggestive music" is started.

[0361] In such a configuration, the type of start condition that is set (whether it is likely that the output of the status-indicating music will start, and the timing at which the output of the status-indicating music will start) may suggest information related to the "setting value transition function" (the various information described above in section "F-1" above).

[0362] In more detail, it may be possible that some or all of the "current setting value", "current mode", "next setting value", "minimum setting value", and "maximum setting value" are more likely to be advantageous to the player when the second start condition is set (when the output of the state suggestive music is more likely to start) (when the timing to start output of the state suggestive music is earlier) than when the first start condition is set. In other words, it may be possible that the "second start condition" is more likely to be set when some or all of the "current setting value", "current mode", "next setting value", "minimum setting value", and "maximum setting value" are more advantageous to the player.

[0363] Also, it may be possible that the "current transition order" is more likely to be a later order when the second start condition is set (when the output of the state suggestive music is more likely to start) (when the output start timing of the state suggestive music is earlier) than when the first start condition is set as the start condition. In other words, it may be possible that the "second start condition" is more likely to be set when the "current transition order" is a later order.

[0364] Also, it may be possible that there is a higher possibility that there are more "setting values ​​that can be changed in the current mode" when the second start condition is set (when the output of the state suggestive music is more likely to start) (when the output start timing of the state suggestive music is earlier) than when the first start condition is set as the start condition. In other words, it may be possible that there are more "setting values ​​that can be changed in the current mode" than when the second start condition is set.

[0365] Also, the possibility of "staying at the highest setting value" may be higher when the second start condition is set (when the output of the state suggestive music is more likely to start) (when the timing of starting the output of the state suggestive music is earlier) than when the first start condition is set. In other words, the "second start condition" may be set more easily when the "state suggestive value is staying" than when the "state suggestive value is not staying".

[0366] Also, the possibility of "staying at the lowest setting value" may be higher when the first start condition is set (when it is difficult to start output of the state suggestive music) (when the timing to start output of the state suggestive music is late) than when the second start condition is set as the start condition. In other words, the "first start condition" may be set more easily when "staying at the lowest setting value" is true than when "staying at the lowest setting value" is not true.

[0367] In addition, it may be possible that the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transition is smaller) when the second start condition is set (when the output of the state suggestive music is more likely to start) (when the timing to start outputting the state suggestive music is earlier) than when the first start condition is set as the start condition. In other words, it may be possible that the "second start condition" is more likely to be set when the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transition is smaller).

[0368] As another embodiment, it may be suggested that the "next setting value" has a higher probability of winning than the "current setting value", or that the "next setting value" has a lower probability of winning than the "current setting value". For example, if the "next setting value" has a higher probability of winning than the "current setting value", it is assumed that the "second start condition" is more likely to be set than if the "next setting value" is a setting value that is not higher (the same or a lower setting value). On the other hand, if the "next setting value" has a lower probability of winning than the "current setting value", it is assumed that the "first start condition" is more likely to be set than if the "next setting value" is a setting value that is not lower (the same or a higher setting value).

[0369] As described above, in the pachinko machine 1 of this embodiment, the type of start condition that has been set (whether it is likely that the output of the state suggestive music will start, and the output start timing of the state suggestive music) may suggest information related to the "setting value transition function." In this way, a novel gameplay can be realized in which a player who is trying to recognize information related to the "setting value transition function" is directed to the type of start condition that has been set (whether it is likely that the output of the state suggestive music will start, and the output start timing of the state suggestive music), thereby making it possible to increase interest in the game.

[0370] F-6. Use of the execution mode of the confrontation performance: Here, in the pachinko machine 1 of this embodiment, as a part of the above-mentioned symbol variation performance (when a predetermined time has passed since the start of the reach performance), a "confrontation performance" may be performed. The confrontation performance is a performance in which a pitcher (pitcher, ally character) and a batter (batter, enemy character) facing off against each other are displayed on the performance display device 41.

[0371] In such a confrontation presentation, the pitcher is shown either winning or losing to the batter. When the pitcher is shown winning, the decorative symbols 41a, 41b, and 41c are displayed as double numbers, and a jackpot game is started. On the other hand, when the pitcher is shown losing, the decorative symbols 41a, 41b, and 41c are not displayed as double numbers (the decorative symbols 41a, 41b, and 41c are displayed as random numbers), and a jackpot game is not started. In other words, when the confrontation presentation is performed, the player is made to expect the pitcher to win.

[0372] In the confrontation performance, as shown in Fig. 30(a), a "process performance" showing the process of the confrontation between the pitcher and the batter is performed once or multiple times, and then a "result performance" showing the result of the confrontation between the pitcher and the batter is performed. The following describes such "process performance" and "result performance" in detail.

[0373] <Process direction> When the match performance starts, first, one or more "process performances" are performed. As the process performances, four types of performances can be executed, namely, "striking and missing performance", "missing performance", "foul performance", and "ball performance", as shown in FIG. 30(b).

[0374] Of these, the "strikeout effect" is an effect that shows the batter swinging and missing at a ball thrown by the pitcher, the "missed hit effect" is an effect that shows the batter missing a ball thrown by the pitcher in the strike zone without swinging at the bat, the "foul hit effect" is an effect that shows the batter hitting a ball thrown by the pitcher and hitting it foul, and the "ball effect" is an effect that shows the batter letting a ball thrown by the pitcher in the ball zone go by without swinging at the bat.

[0375] Also, as shown in Figure 31, a "count display area" is provided in the lower right corner of the display screen of the performance display device 41, and this count display area includes a "ball number display area," a "strike number display area," and a "out number display area."

[0376] Among these, the "ball count display area" is an area for displaying the number of balls (ball count). That is, in the "ball count display area", the same number of "ball symbols (green circular symbols)" as the number of balls are displayed, up to a maximum of three (maximum number). Also, the "strike number display area" is an area for displaying the number of strikes (strike count). That is, in the "strike number display area", the same number of "strike symbols (yellow circular symbols)" as the number of strikes are displayed, up to a maximum of two (maximum number). Also, the "out number display area" is an area for displaying the number of outs (out count). That is, in the "out number display area", the same number of "out symbols (red circular symbols)" as the number of outs are displayed, up to a maximum of two (maximum number). FIG. 31 shows how the maximum number of circular symbols are displayed in each display area.

[0377] The number of "ball symbols" (ball count) displayed in the "ball number display area" increases each time a "ball effect" is performed as a process effect. In detail, as shown in FIG. 32, when the number of "ball symbols" displayed in the "ball number display area" is 0 (so-called no ball), if a "ball effect" is performed, the number of "ball symbols" displayed becomes 1 (so-called one ball). Similarly, when the number of "ball symbols" displayed in the "ball number display area" is 1 (so-called one ball), if a "ball effect" is performed, the number of "ball symbols" displayed becomes 2 (so-called two balls), and when the number of "ball symbols" is 2 (so-called two balls), if a "ball effect" is performed, the number of "ball symbols" displayed becomes 3 (so-called three balls).

[0378] Also, the number of "strike symbols" (strike count) displayed in the "strike number display area" increases each time any of the "striking and missing", "missing", and "fouling" effects are performed as process effects. In more detail, as shown in FIG. 33, when the number of "strike symbols" displayed in the "strike number display area" is 0 (so-called no strikes), if any of the "striking and missing", "missing", and "fouling" effects are performed, the number of "strike symbols" displayed becomes 1 (so-called one strike). Similarly, when the number of "strike symbols" displayed in the "strike number display area" is 1 (so-called one strike), if any of the "striking and missing", "missing", and "fouling" effects are performed, the number of "strike symbols" displayed becomes 2 (so-called two strikes).

[0379] As for the multiple process effects, the same effects may be performed consecutively, or different effects may be performed. Therefore, the number of "ball symbols" displayed in the "ball number display area" may increase consecutively, the number of "strike symbols" displayed in the "strike number display area" may increase consecutively, or one of these symbols may increase first and then the other may increase.

[0380] On the other hand, the number of "out symbols" (out count) displayed in the "out number display area" may change (increase or decrease) before the start of the process presentation (and thus the showdown presentation), but will not change (increase or decrease) while the process presentation (and thus the showdown presentation) is being executed. In other words, when the process presentation (and thus the showdown presentation) is not being executed, the displayed number of "out symbols" transitions between three states: 0 (the so-called no outs state), 1 (the so-called one out state), and 2 (the so-called two outs state). The information suggested by the "out number display area" will be explained later.

[0381] <Result production> In the showdown performance, the "result performance" is performed after the process performance as described above. As the result performance, five types of performances can be executed, as shown in FIG. 34: "strikeout performance", "strikeout performance", "pitcher's fly performance", "home run performance", and "walk performance".

[0382] Among these, the "strikeout on a swing" is an effect that displays the batter swinging and missing at a ball thrown by the pitcher and striking out, the "strikeout on a missed ball" is an effect that displays the batter missing a ball thrown by the pitcher in the strike zone and striking out, and the "pitcher fly" is an effect that displays the batter hitting the ball thrown by the pitcher and resulting in a pitcher fly. Since these effects are effects that display the pitcher's victory (also referred to as "victory effects" in this specification), when these effects (victory effects) are performed, the decorative patterns 41a, 41b, and 41c are stopped and displayed as a repeat number, and a big win game begins.

[0383] In contrast, the "home run effect" is an effect that displays the batter hitting the ball thrown by the pitcher to make a home run, and the "walk effect" is an effect that displays the batter letting the ball thrown by the pitcher into the ball zone go by and getting a walk (four balls). Since these effects are effects that display the pitcher losing (also called "defeat effects" in this specification), when these effects (defeat effects) are performed, the decorative patterns 41a, 41b, and 41c are stopped and displayed with random numbers, and the big win game does not start.

[0384] <Suggested contents of the ball number display area and strike number display area> As described above, in the showdown performance, the display contents of the count display area change as one or more process performances are performed, and then the result performance is performed. The display contents of the count display area indicate the contents of the subsequent result performance, that is, the possibility of a victory performance (or the possibility of a defeat performance). In other words, the display contents of the count display area indicate the possibility that the decorative patterns 41a, 41b, and 41c are stopped and displayed as a repeat number and a big win game will start (also referred to as the "big win expectation" in this specification).

[0385] More specifically, as shown in Fig. 35(a), for the "strike symbols" displayed in the "strike number display area", the more they are displayed (the higher the number displayed), the higher the possibility that a winning effect will be displayed as the result presentation (the higher the expectation of a big win). Also, as shown in Fig. 35(b), for the "ball symbols" displayed in the "ball number display area", the fewer they are displayed, the higher the possibility that a winning effect will be displayed as the result presentation (the higher the expectation of a big win).

[0386] In other words, for the "strike symbols" displayed in the "strike number display area", the fewer the number displayed, the higher the possibility that a defeat effect will be displayed as the result presentation (or the lower the possibility that a victory effect will be displayed as the result presentation). Also, for the "ball symbols" displayed in the "ball number display area", the more the number displayed (the more they increase), the higher the possibility that a defeat effect will be displayed as the result presentation (or the lower the possibility that a victory effect will be displayed as the result presentation).

[0387] A specific example of the probability of winning suggested by the count display area is shown in Figure 36. Note that, although Figure 36 shows a state in which the "out symbol" is not displayed in the "out number display area", the information suggested by the "out number display area" will be explained later.

[0388] As shown in Fig. 36, the probability of a big win (the possibility of a winning effect being displayed) suggested by the count display area is set to be higher the more "strike symbols" are displayed, regardless of the number of "ball symbols" displayed (see the upward arrow in the figure). Therefore, when the showdown effect starts, the player can expect that the number of "strike symbols" displayed will increase as a result of the process effect being one of the following: "swing-and-miss effect," "miss effect," or "foul effect."

[0389] Also, the probability of winning suggested by the count display area is set to be higher if the number of "strike symbols" displayed is the same, and the number of "ball symbols" displayed is smaller (see the left arrow in the figure). Therefore, when the showdown performance starts, the player can expect that the "ball performance" will not be performed as a process performance, that is, the number of "ball symbols" displayed will not increase.

[0390] However, as shown in the top row of Fig. 36, when the number of "strike symbols" displayed is two, the probability of a jackpot is higher when the number of "ball symbols" displayed is the upper limit (3 symbols) than when the number of "ball symbols" displayed is less than the upper limit (0 to 2 symbols). In other words, in principle, the probability of a jackpot is higher when the number of "ball symbols" displayed is fewer, but in the case of a "specific combination (specific display mode, a combination that results in a so-called full count)" in which the number of "strike symbols" displayed is two (first number, upper limit) and the number of "ball symbols" displayed is three (second number, upper limit), the probability of a jackpot is higher than when the number of "ball symbols" displayed is fewer, 0 to 2 symbols.

[0391] As described above, in the pachinko machine 1 of this embodiment, the possibility that a victory presentation will be performed as a result presentation (whether a victory presentation or a defeat presentation will be performed) is suggested by the display contents of the "number of balls display area" and the display contents of the "number of strikes display area", and these display contents change depending on the execution mode of the process presentation performed before the result presentation (whether a "striking out presentation", "miss presentation", "foul presentation", or "ball presentation" will be performed as the process presentation). Therefore, for a player who is expecting a victory presentation to be performed as a result presentation, it is possible to draw attention to the display contents of the "number of balls display area" and the display contents of the "number of strikes display area", and in turn, the execution mode of the process presentation performed before the result presentation, thereby making it possible to increase interest in the game.

[0392] In the pachinko machine 1 of this embodiment, the display contents of the "ball number display area" change as the number of "ball symbols" displayed increases, and the display contents of the "strike number display area" change as the number of "strike symbols" displayed increases. This makes it easier for players to recognize the changes in the display contents of the "ball number display area" and the "strike number display area," making it possible to increase interest in the game.

[0393] In addition, in the pachinko machine 1 of this embodiment, the more the number of "strike symbols" displayed, the higher the possibility of a winning performance as the result performance, and the more the number of "ball symbols" displayed, the lower the possibility of a winning performance as the result performance (the higher the possibility of a losing performance). Conventionally, there have been gaming machines in which the more symbols displayed when the performance starts, the higher the "expectation of a big win" when the performance is performed. For example, there have been gaming machines in which the "expectation of a big win" is higher when the number of star-shaped symbols displayed when the performance starts is five than when the number of star-shaped symbols displayed is three. However, in such conventional gaming machines, a predetermined number of symbols are simply displayed when the performance starts. In this regard, the pachinko machine 1 of this embodiment does not simply display a predetermined number of symbols, but instead performs a novel performance in which the number of "strike symbols" displayed increases each time any of the "swing-out performance", "miss performance", and "foul performance" is performed as a process performance, and the possibility of a winning performance (expectation of a big win) suggested to the player increases accordingly. This provides a sense of surprise to the player, making it possible to increase interest in the game.

[0394] In addition, in the pachinko machine 1 of this embodiment, instead of simply displaying a predetermined number of symbols, the number of "ball symbols" displayed increases each time a "ball effect" is performed as a process effect, and accordingly, a novel effect is performed in which the possibility of a defeat effect suggested to the player being performed increases, in other words, a novel effect is performed in which the possibility of a victory effect suggested to the player being performed (expected probability of a jackpot) decreases. This also makes it possible to give a sense of surprise to the player and increase the interest in the game. Also, while in the past, the more symbols displayed, the higher the "expected probability of a jackpot," in the pachinko machine 1 of this embodiment, the more "ball symbols" displayed, the lower the "expected probability of a jackpot." This also makes it possible to give a sense of surprise to the player and increase the interest in the game.

[0395] In addition, in the pachinko machine 1 of this embodiment, in principle, the fewer the number of "ball symbols" displayed, the higher the "expectation of a jackpot." In the case of a "specific combination (a combination that would be a full count in actual baseball)" in which the number of "strike symbols" displayed is two (the upper limit) and the number of "ball symbols" displayed is three (the upper limit), the expectation of a jackpot is higher than in the case of a smaller number of "ball symbols" displayed, 0 to 2, even though the number of "ball symbols" displayed is three (the upper limit, maximum). Therefore, even if the number of "ball symbols" displayed is high (even in a situation in which the expectation of a jackpot may be low), the player can be made to expect that the number of "ball symbols" displayed and the number of "strike symbols" displayed will be a "specific combination," which makes it possible to increase the interest in the game.

[0396] Here, in the pachinko machine 1 of this embodiment, after the number of displayed "ball symbols" and the number of displayed "strike symbols" become a "specific combination", the result presentation is performed without any process presentation. Therefore, by having the player confirm the "specific combination", it is possible to make the player recognize the timing when the result presentation will be performed. Furthermore, a novel presentation is performed in which the timing when the result presentation will be performed is suggested by the combination of the number of displayed "ball symbols" and the number of displayed "strike symbols", making it possible to increase the interest in the game.

[0397] In addition, the above-mentioned "specific combination" can be established when the number of "ball symbols" displayed is the upper limit number (maximum number, 3) that can be displayed in the "ball number display area". That is, in principle, in the pachinko machine 1 of this embodiment, the more the number of "ball symbols" displayed, the lower the "expectation of a big win", so the player is made to expect that the number of "ball symbols" displayed will not increase, and thus the upper limit number (maximum number, 3) will not be reached. However, when the number of "ball symbols" displayed reaches the upper limit number (maximum number, 3), the above-mentioned "specific combination" may be established, and this can be expected by the player. Therefore, even if the number of "ball symbols" displayed reaches the upper limit number (maximum number, 3), it is possible to prevent the player from being disappointed, and to increase the interest in the game.

[0398] <Suggested contents of the out number display area> Next, the "out symbols" displayed in the "out number display area" will be explained. Although the number of "out symbols" displayed in the "out number display area" may change (increase or decrease) before the start of the process performance (and thus the showdown performance), it does not change while the process performance (and thus the showdown performance) is being performed. In other words, when the process performance (and thus the showdown performance) is not being performed, the displayed number of "out symbols" transitions between three states: 0 (a state in which there are no outs), 1 (a state in which there is one out), and 2 (a state in which there are two outs).

[0399] The number of "out symbols" displayed changes based on the result of a pre-determination of the special symbol reservation (first special symbol reservation or second special symbol reservation). In the pachinko machine 1 of this embodiment, when a variable display of a special symbol based on the special symbol reservation (also referred to as a "special symbol variation" in this specification) is performed in a pre-determination of the special symbol reservation, it is possible to determine whether a showdown performance will be performed and the content of the showdown performance (whether a victory performance or a defeat performance will be performed). Then, based on the result of such a pre-determination, the number of "out symbols" displayed changes. Therefore, the number of "out symbols" displayed, that is, the display content of the "out number display area" can be considered to suggest the possibility of a showdown performance being performed, the possibility of a victory performance being performed, or the possibility of a defeat performance being performed.

[0400] In detail, the pre-determination of the special chart reserve involves determining whether the special chart reserve is a "special chart reserve that will trigger a special chart change that results in a victory presentation (as a result presentation) in a showdown presentation (also referred to as a "victory reserve" in this specification)" and determining whether the special chart reserve is a "special chart reserve that will trigger a special chart change that results in a defeat presentation (as a result presentation) in a showdown presentation (also referred to as a "defeat reserve" hereinafter)."

[0401] Then, as a result of the advance judgment regarding the special reserved pattern, if the special reserved pattern is judged to be a "win reserved" (if a win reserved is stored), the number of "out patterns" displayed is increased with the highest probability, if the special reserved pattern is judged to be a "lose reserved" (if a lose reserved is stored), the number of "out patterns" displayed is increased with the next highest probability, and if neither a "win reserved" nor a "lose reserved" is stored, the "out pattern" with the lowest probability is increased.

[0402] In the pachinko machine 1 of this embodiment, at the timing when the special chart reservation is stored, a pre-determination is made for the special chart reservation, and it is determined whether or not the number of displayed "out symbols" should be increased (from 0 to 1) in correspondence with the special chart reservation. As a result, if it is determined that the number of displayed "out symbols" should be increased (from 0 to 1) in correspondence with the special chart reservation, the number of displayed "out symbols" is changed from 0 to 1. Then, if the number of displayed "out symbols" is changed to 1 in this way, it is determined at a predetermined timing (for example, the timing when the special chart change based on another special chart reservation ends) until the special chart change based on the special chart reservation is performed, whether or not the number of displayed "out symbols" should be increased (from 1 to 2) in correspondence with the special chart reservation. As a result, if it is determined that the number of displayed "out symbols" should be increased (from 1 to 2) in correspondence with the special chart reservation, the number of displayed "out symbols" is changed from 1 to 2.

[0403] In addition, when it is determined that the number of "out patterns" to be displayed should be increased in correspondence with the special pattern reservation at the time when the special pattern reservation is stored (when changing from 0 to 1), it is not determined whether or not to increase the number of "out patterns" to correspond to other special pattern reservations until the special pattern change based on the special pattern reservation ends. In other words, the number of "out patterns" to be displayed reflects the result of the advance judgment for only one special pattern reservation (the special pattern reservation) among the stored special pattern reservations (corresponding only to the special pattern reservation).

[0404] In addition, when the number of displayed "out symbols" is increased in correspondence with the reserved special symbols at the timing when the reserved special symbols are stored, the number of displayed "out symbols" is set to 0 at the timing when the special symbol variation based on the reserved special symbols ends. In this way, after the "out symbols" have increased, the player can expect a showdown performance (and thus a victory performance) until the number of displayed "out symbols" reaches 0, which can increase the interest in the game.

[0405] FIG. 37 shows the probability of increasing the number of "out symbols". As shown in FIG. 37(a), when the number of "out symbols" is 0, that is, when the special symbol reservation is stored, the number of "out symbols" is increased (from 0 to 1) with a 60% probability if the special symbol reservation is a "win symbol reservation", a 20% probability if the special symbol reservation is a "lose symbol reservation", and a 5% probability if the special symbol reservation is neither a "win symbol reservation" nor a "lose symbol reservation". On the other hand, as shown in FIG. 37(b), when the number of "out symbols" is 1, the number of "out symbols" is increased (from 1 to 2) with a 40% probability if the special symbol reservation is a "win symbol reservation", a 10% probability if the special symbol reservation is a "lose symbol reservation", and a 2% probability if the special symbol reservation is neither a "win symbol reservation" nor a "lose symbol reservation".

[0406] Furthermore, the "striking and missing effect," "missing effect," and "foul effect" can also be considered as the "first process effect," and the "ball effect" can also be considered as the "second process effect." Furthermore, the "victory effect" can also be considered as the "first result effect," and the "defeat effect" can also be considered as the "second result effect." Furthermore, the "strike number display area" can also be considered as the "first display area," the "ball number display area" can also be considered as the "second display area," and the "out number display area" can also be considered as the "third display area."

[0407] As described above, in the pachinko machine 1 of this embodiment, when the reserved special symbol is determined to be a "win reserved" (when a win reserved is stored), the number of "out symbols" displayed is increased with the highest probability, when the reserved special symbol is determined to be a "lose reserved" (when a lose reserved is stored), the number of "out symbols" displayed is increased with the next highest probability, and when neither a "win reserved" nor a "lose reserved" is stored, the "out symbols" are increased with the lowest probability. In this way, the more "out symbols" there are, the more the player can expect a showdown performance (and thus a win performance), which can increase the interest in the game.

[0408] Also, the number of "out symbols" displayed changes before the process performance is performed, but does not change during the process performance. Therefore, the player can be made to pay attention to the number of "out symbols" displayed before the process performance is performed, and during the process performance, the player can be made to pay attention to the content of the process performance (the number of "ball symbols" displayed and the number of "strike symbols" displayed) while keeping in mind the number of "out symbols" displayed (the degree of expectation of a big win suggested by the number of "out symbols" displayed), which makes it possible to increase the interest in the game.

[0409] F-6-1. Use of different types of confrontation performance: In the pachinko machine 1 of this embodiment, as the confrontation performance described above, a plurality of types of performances in which different batters (enemy characters) are displayed can be executed. In detail, a "confrontation performance A" in which batter A is displayed as a batter (enemy character), a "confrontation performance B" in which batter B is displayed as a batter (enemy character), and a "confrontation performance C" in which batter C is displayed as a batter (enemy character) can be executed. When a variation pattern corresponding to a confrontation performance is selected, the CPU 221 of the sub-control board 220 selects one of the "confrontation performance A," "confrontation performance B," and "confrontation performance C" as shown in FIG. 38(a) and executes the confrontation performance.

[0410] In the pachinko machine 1 of this embodiment, as shown in Figure 38 (b), the type of "confrontation performance" may suggest information related to the "setting value transition function" (the various information described above in the "F-1" column).

[0411] In more detail, it may be possible that some or all of the "current setting value", "current mode", "next setting value", "lowest setting value", and "highest setting value" are more likely to be advantageous to the player when "confrontation performance C" is executed than when "confrontation performance A" or "confrontation performance B" is executed. In other words, it may be possible that "confrontation performance C" is more likely to be executed as the confrontation performance when some or all of the "current setting value", "current mode", "next setting value", "lowest setting value", and "highest setting value" are more advantageous to the player.

[0412] In addition, it may be possible that the "current transition order" is more likely to be a later order when "confrontation performance C" is executed than when "confrontation performance A" or "confrontation performance B" is executed. In other words, it may be possible that "confrontation performance C" is more likely to be executed as a confrontation performance when the "current transition order" is a later order.

[0413] In addition, it may be possible that the number of "transitionable setting values ​​in the current mode" is greater when "confrontation performance C" is executed than when "confrontation performance A" or "confrontation performance B" is executed. In other words, it may be possible that "confrontation performance C" is more likely to be executed as a confrontation performance when there are more "transitionable setting values ​​in the current mode."

[0414] In addition, it may be possible that the possibility of "staying at the highest setting value" is higher when "match performance C" is executed than when "match performance A" or "match performance B" is executed. In other words, it may be possible that "match performance C" is more likely to be executed as a match performance when "staying at the highest setting value" is true than when "staying at the highest setting value" is not true.

[0415] In addition, it may be possible that the possibility of "staying at the minimum setting value" is higher when "confrontation performance A" is executed than when "confrontation performance B" or "confrontation performance C" is executed. In other words, it may be possible that "confrontation performance A" is more likely to be executed as a confrontation performance when "staying at the minimum setting value" is being performed than when "staying at the minimum setting value" is not being performed.

[0416] In addition, it may be possible that the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transitions is smaller) when "confrontation performance C" is executed than when "confrontation performance A" or "confrontation performance B" is executed. In other words, it may be possible that "confrontation performance C" is more likely to be executed as a confrontation performance when the "transition timing" is closer (the number of remaining transitions or the number of remaining balls for transitions is smaller).

[0417] As another embodiment, it may be suggested that the "next setting value" is a setting value with a higher probability of winning than the "current setting value", or that the "next setting value" is a setting value with a lower probability of winning than the "current setting value". For example, if the "next setting value" is a setting value with a higher probability of winning than the "current setting value", it is assumed that the probability of "confrontation performance C" being executed as the confrontation performance is higher than when the setting value is not high (the same or a lower setting value). On the other hand, if the "next setting value" is a setting value with a lower probability of winning than the "current setting value", it is assumed that the probability of "confrontation performance A" being executed as the confrontation performance is higher than when the setting value is not low (the same or a higher setting value).

[0418] As described above, in the pachinko machine 1 of this embodiment, the type of "confrontation performance" may suggest information related to the "setting value transition function." In this way, a novel gameplay feature can be realized in which a player who is trying to recognize information related to the "setting value transition function" is drawn to the type of "confrontation performance," thereby making it possible to increase interest in the game.

[0419] In addition, the type of "confrontation effect" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers" (when a big win occurs and a victory effect occurs), is not used, but the type of "confrontation effect" when the decorative symbols 41a, 41b, 41c are stopped and displayed as "variable numbers" (when a loss occurs and a defeat effect occurs), may be used to suggest information related to the "setting value transition function". In other words, when the decorative symbols 41a, 41b, 41c are stopped and displayed as "double numbers", a "confrontation effect" of a type that does not correspond to informatio...

Claims

1. A gaming machine in which a game is played by shooting a game ball toward a game area formed on a game board, A performance storage means for storing a plurality of types of performance; a performance setting means for setting one performance from the plurality of types of performance stored in the performance storage means as a current performance; A hit determination means for performing a hit determination based on the current performance; A decorative pattern variation means capable of executing a decorative pattern variation which is a variable display of a plurality of decorative patterns, and when the result of the winning judgment is a winning, causes the plurality of decorative patterns to be stopped and displayed in a specific combination by the decorative pattern variation; a winning game execution means for executing a winning game when the plurality of decorative symbols are stopped and displayed in the specific combination; Equipped with The game machine is capable of executing a power-on performance based on the power being turned on; The power-on performance can be used to suggest performance-related information that is information related to the performance. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The decorative pattern can be displayed as the power-on effect, The performance-related information can be suggested by utilizing the display mode of the decorative pattern displayed as the power-on effect. A gaming machine characterized by:

3. 3. The gaming machine according to claim 1, a mode storage means for storing a plurality of modes each having a different change manner of the current performance; a current mode setting means for setting one mode from among the plurality of modes as a current mode; Equipped with The performance setting means changes the performance in a change manner corresponding to the current mode. A gaming machine characterized by:

4. 4. The gaming machine according to claim 3, The performance-related information may indicate the current mode. A gaming machine characterized by:

5. 4. The gaming machine according to claim 3, As the performance-related information, a performance that can be set as the current performance in the current mode can be suggested. A gaming machine characterized by:

6. 3. The gaming machine according to claim 1, As the performance-related information, a next performance, which is the performance that is next set as the current performance, can be suggested. A gaming machine characterized by:

7. 3. The gaming machine according to claim 1, The performance-related information can indicate a timing at which the current performance will be changed. A gaming machine characterized by:

Citation Information

Patent Citations

  • Pachinko game machine

    JP2010200903A