Game machine
The gaming machine addresses the lack of appeal in existing performance patterns by implementing a multi-state setting, variable special pattern display, and enhanced performance execution, resulting in a more engaging and entertaining experience for players.
Patent Information
- Application Number
- JP2023171276
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-02
- Publication Date
- 2025-04-14
AI Technical Summary
Existing gaming machines, such as those described in Patent Document 1, lack features that enhance the appeal of the performance patterns during jackpot stop modes.
The gaming machine incorporates a setting mechanism for multiple game states, a variable special pattern display, and a performance execution system that includes displaying icons in specific modes, performing special effects that branch into two performance modes, and suggesting a high possibility of transitioning to a more advantageous game state.
This configuration enhances the entertainment value of the games by providing a more engaging and appealing presentation, thereby improving player enjoyment.
Smart Images

Figure 2025062307000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there has been known a gaming machine that can stop and display a performance symbol in a jackpot stop mode when a jackpot determination result indicates a jackpot win (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2022-086160 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the gaming machine described in Patent Document 1 has room for improvement in terms of increasing the entertainment value of the presentation. [Means for solving the problem]
[0005] The gaming machine disclosed in this specification comprises: A setting means for setting one of a plurality of game states including a first game state and a second game state that is more advantageous to a player than the first game state; A special pattern variable display means for displaying the special pattern in a predetermined stop mode after the special pattern is variably displayed; A performance execution means capable of executing a predetermined performance, The performance execution means includes: The icon corresponding to the variable display of the special pattern can be displayed in a predetermined display mode, It is possible to execute special effects that branch into two different performance modes. The present invention is characterized in that, after a branch in the special presentation, the icon may be displayed in a specific manner that may suggest that there is a high possibility that the second gaming state will be set. Effect of the Invention
[0006] According to the present invention, it is possible to provide a gaming machine that contributes to increasing the entertainment value of the game through its presentation. [Brief description of the drawings]
[0007] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] FIG. 13A is an explanatory diagram showing the types of game states, and FIG. 13B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Diagram 5] FIG. 2 is an explanatory diagram showing types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in the special chart fluctuation performance. [Figure 7] This is an explanatory diagram showing a specific example of N Reach in the special chart change performance. [Figure 8] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11] An explanatory diagram showing a specific example of a movable object performance. [Figure 12] FIG. 11 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a block diagram of parts relating to control of the gaming machine. [Figure 14] 13 is a specific example of a fluctuation pattern determination table. [Figure 15] 13 is a specific example of a look-ahead determination table. [Figure 16] 13 is a specific example of a pattern determination table. [Figure 17] FIG. 2 is a front view of the game board of the first, second and third embodiments. [Figure 18] A front view showing in detail the second large prize winning device and the like of the first, second and third embodiments. [Figure 19] 1 shows a jackpot game control table according to the first, second and third embodiments. [Figure 20] 1 is a fluctuation pattern determination table according to the first embodiment. [Figure 21] (A) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "jackpot win" and a "jackpot pattern X" in the non-time-saving state of the first embodiment, (B) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "jackpot win" and a "jackpot pattern Y" in the non-time-saving state, and (C) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "miss with reach" in the non-time-saving state. [Figure 22] An explanatory diagram showing the promotion suggestion display in the first and second embodiments. [Figure 23] 13 is a promotion suggestion performance execution selection table in the first embodiment. [Figure 24] An explanatory diagram showing the first promotion performance in the first and second embodiments. [Diagram 25] An explanatory diagram showing the promotion preview performance in the first embodiment and the revival preview performance in the third embodiment. [Figure 26] 13 is a promotion preview performance execution selection table in the first embodiment. [Figure 27] FIG. 11 is an explanatory diagram showing the flow of the presentation when the promotion notice presentation (or the revival notice presentation) is not performed using the special chart change presentation of the first, second and third embodiments. [Figure 28] An explanatory diagram showing the flow of the presentation when the button operation prompting presentation and the operation result presentation of the special chart change presentation of the first and second embodiments are performed. [Figure 29] An explanatory diagram showing the flow of the presentation when the promotion suggestion presentation of the special chart change presentation in the first and second embodiments is not performed. [Diagram 30] An explanatory diagram showing the flow of the presentation when a promotion suggestion presentation is performed in the special chart change presentation of the first and second embodiments. [Diagram 31] 13 is a fluctuation pattern determination table according to the second embodiment. [Diagram 32] (A) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "jackpot win" and a "jackpot pattern X" in the non-time-saving state of the second embodiment, (B) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "jackpot win" and a "jackpot pattern Y" in the non-time-saving state, and (C) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "miss with reach" in the non-time-saving state. [Diagram 33] 13 is a promotion suggestion performance execution selection table in the second embodiment. [Diagram 34] 13 is a promotion preview performance execution selection table in the second embodiment. [Diagram 35] An explanatory diagram showing the second promotion performance in the second embodiment. [Diagram 36] 13 is a fluctuation pattern determination table according to the third embodiment. [Figure 37] (A) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "jackpot win" and a "jackpot pattern X" in the non-time-saving state of the third embodiment, (B) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "jackpot win" and a "jackpot pattern Y" in the non-time-saving state, and (C) is a table showing the allocation rate of the special chart 1 variation pattern selected in the case of a "miss with reach" in the non-time-saving state. [Figure 38] An explanatory diagram showing the revival suggestion presentation in the third embodiment. [Figure 39] This is a revival suggestion performance execution selection table of the third embodiment. [Diagram 40] FIG. 13 is an explanatory diagram showing the revival performance of the third embodiment. [Diagram 41] This is a revival preview performance execution selection table for the third embodiment. [Diagram 42]An explanatory diagram showing the flow of the presentation when the button operation promotion presentation and the operation result presentation of the special chart change presentation of the third embodiment are performed. [Diagram 43] An explanatory diagram showing the flow of the presentation when the revival suggestion presentation of the special chart change presentation in the third embodiment is not performed. [Diagram 44] An explanatory diagram showing the flow of the presentation when a revival suggestion presentation is performed in the special chart change presentation of the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, examples of the embodiments of the present invention will be described in detail with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts are omitted as a rule. In this specification, for the sake of simplicity, a symbol or code referring to information, signal, physical quantity, member, etc. may be written, and the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated. In addition, if there is any flowchart described later, the execution order of multiple processes in any multiple steps in the flowchart can be arbitrarily changed or executed in parallel as long as there is no contradiction in the processing content.
[0009] <Basic embodiment> A first embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment on which the first embodiment is based will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. In addition, "forward" refers to the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rearward" refers to the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.
[0010] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to Fig. 1. Fig. 1 is a front view of the pachinko gaming machine PY1.
[0011] The pachinko game machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached so as to be freely opened and closed relative to the outer frame 22. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached so as to be freely opened and closed relative to the game board mounting frame 2A. The front frame 23m also comprises a transparent plate 23t having transparency, and the game board 1 can be viewed from the front (player side) through the transparent plate 23t.
[0012] The front door 23 also includes an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the bottom of the front door 23, and stores game balls supplied to the handle 72k. The handle 72k is installed at the bottom right of the front door 23, and the game balls stored in the upper tray 34 are launched onto the game board 1 by the player operating the handle 72k.
[0013] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined luminous color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speaker 52 is installed in the upper left and upper right parts of the front door 23, and outputs, for example, background music (BGM) and sound effects. The frame lamp 53 is installed on the left and right parts of the front door 23 around the transparent plate 23t, and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed on the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown), and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down movement.
[0014] The front door 23 also includes a normal button 40 that can be operated by the player, and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are, for example, configured as a button having a pressing surface, a lever having a grip, etc. The normal button 40 includes a lamp (not shown) capable of emitting light in a predetermined luminous color, and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be able to emit light by the lamp and to be vibrated by the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) capable of emitting light in a predetermined luminous color, and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be able to emit light by the lamp and to be vibrated by the vibration motor. The normal button 40 or the special button 41 may be configured to be able to operate in a predetermined operation mode (for example, rotation, protrusion, etc.), or may be configured as a cross key, a touch panel, etc.
[0015] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board mounting frame 2A will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 1.
[0016] The game board 1 has a game area 6 in which game balls launched by operating a handle 72k can flow down (fall). In the game area 6, game nails (not shown) that change the direction in which the game balls flow down are installed, and winning devices that allow the game balls to win (enter or pass through) are also installed. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15. Each winning device has a detection sensor that detects the entry or passage of the game ball.
[0017] The first start hole 11 is installed at the bottom of the game area 6 so that game balls can enter it. When a game ball enters the first start hole 11, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, three) as prize balls to the upper tray 34. When a game ball enters the first start hole 11, the pachinko game machine PY1 acquires the right to receive a jackpot determination, which will be described later. The first start hole 11 is configured so that the ease with which game balls can enter is always unchanged.
[0018] The second starting hole 12 is installed at the bottom of the game area 6 and below the first starting hole 11 so that the game ball can enter. When the game ball enters the second starting hole 12, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, one) as prize balls to the upper tray 34. When the game ball enters the second starting hole 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination in the same way as when the game ball enters the first starting hole 11. Unlike the first starting hole 11, the second starting hole 12 is provided with an openable / closable member 12k and an openable / closable solenoid (not shown). The pachinko game machine PY1 opens and closes the opening / closing member 12k using an opening / closing solenoid to set the second starting hole 12 in either a closed state (closed state) in which the game ball does not or it is difficult for the game ball to enter the second starting hole 12, or an open state (open state) in which the game ball is easier to enter the second starting hole 12 than in the closed state.
[0019] The gate 13 is installed on the right side of the game area 6 so that the game ball can pass through. When the game ball passes through the gate 13, the pachinko game machine PY1 acquires the right to receive a winning determination, which will be described later. Note that the pachinko game machine PY1 does not pay out prize balls to the upper tray 34 even if the game ball passes through the gate 13.
[0020] The first large prize opening 14 is installed in the lower right part of the game area 6 so that game balls can enter it. When a game ball enters the first large prize opening 14, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls to the upper tray 34. The first large prize opening 14 is equipped with a first opening / closing door 14k that can be opened and closed, and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the first opening / closing door 14k using the opening / closing solenoid, thereby putting the first large prize opening 14 into either a closed state (closed state) in which game balls cannot enter it, or an open state (open state) in which game balls can enter it.
[0021] The second large prize opening 15 is installed in the lower right of the game area 6 and below the first large prize opening 14 so that game balls can enter the opening. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls to the upper tray 34. The second large prize opening 15 is equipped with a second opening / closing door 15k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid to set the second large prize opening 15 in either a closed state (closed state) in which game balls cannot enter the opening, or an open state (open state) in which game balls can enter the opening.
[0022] The general winning openings 10 are installed at the lower left and lower right of the game area 6 so that game balls can enter them. When a game ball enters the general winning opening 10, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, five balls) as prize balls to the upper tray 34.
[0023] In addition, an outlet 19 is provided at the bottom of the game area 6, and game balls that do not win through the general winning port 10, the first starting port 11, the second starting port 12, the first large winning port 14, or the second large winning port 15 are discharged from the pachinko game machine PY1 through the outlet 19.
[0024] The game board 1 also includes an image display device 50 capable of displaying a predetermined effect display, a board lamp 54 capable of emitting light in a predetermined luminous color, and an on-board movable body 55k capable of operating in a predetermined operating mode. The image display device 50 is installed in the center of the game board 1 and includes a display unit 50a configured, for example, as a liquid crystal display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is configured, for example, as a plurality of LEDs. The on-board movable body 55k is installed in front of and above the display unit 50a. The on-board movable body 55k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. The movement of the on-board movable body 55k may be other than up and down movement.
[0025] The game board 1 also includes indicators 8 for notifying the status of the pachinko game machine PY1. The indicators 8 are installed at the lower left of the game board 1, and are composed of, for example, multiple LEDs. The pachinko game machine PY1 notifies the player of the game status of the pachinko game machine PY1 (variable display and stop display of special charts, variable display and stop display of regular charts, number of reserved special charts 1, number of reserved special charts 2, number of reserved regular charts, etc., which will be described later) by a combination of lighting, blinking, and extinguishing of the multiple LEDs.
[0026] 3. Basic Games Next, a basic game of the pachinko game machine PY1 will be described. The pachinko game machine PY1 can execute a special game and a normal game using a game ball that is shot by operating a handle 72k.
[0027] 3-1. Special game When a game ball enters the first starting hole 11 or the second starting hole 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of a special chart according to the result of the jackpot determination. The manner of the variable display of the special chart (also called the "variable display time") differs depending on the type of variation pattern described later.
[0028] The right to receive the jackpot determination is, for example, a random number, and the pachinko game machine PY1 performs the jackpot determination based on the acquired random number. The jackpot determination is to determine whether or not a jackpot game is to be played. If a jackpot game is played, it is determined that a jackpot has been won, if a small jackpot game is played, it is determined that a small jackpot has been won, and if neither a jackpot game nor a small jackpot game is played, it is determined that a loss has occurred.
[0029] When the pachinko game machine PY1 judges whether or not a jackpot has been won by the entry of a game ball into the first starting hole 11, it performs a variable display of the first special chart. The variable display of the first special chart is, for example, a display in which two LEDs at the upper left of the display device 8 flash. When a variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 performs a stationary display of the first special chart in a manner that indicates the result of the jackpot judgment. The manner in which the stationary display of the first special chart is performed includes a manner that indicates a jackpot win (for example, two LEDs at the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED at the upper left is lit), and a manner that indicates a miss (for example, only the other LED at the upper left is lit).
[0030] On the other hand, when the pachinko game machine PY1 judges a jackpot by the entry of a game ball into the second starting hole 12, it performs a variable display of the second special chart. The variable display of the second special chart is, for example, a display in which two LEDs at the lower left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko game machine PY1 performs a stationary display of the second special chart in a manner that indicates the result of the jackpot judgment. The manner of the stationary display of the second special chart includes a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), and a manner that indicates a miss (for example, only the other LED at the lower left is lit).
[0031] In addition, when the game ball enters the first starting hole 11 during the variable display of the special chart, the pachinko game machine PY1 performs a look-ahead judgment, which will be described later, and stores the acquired right to receive the jackpot judgment as a special chart 1 reservation. On the other hand, when the game ball enters the second starting hole 12 during the variable display of the special chart, the pachinko game machine PY1 performs a look-ahead judgment, and stores the acquired right to receive the jackpot judgment as a special chart 2 reservation. The pachinko game machine PY1 can store up to a predetermined number of special chart 1 reservations and special chart 2 reservations (for example, 4 special chart 1 reservations and 4 special chart 2 reservations). After the special chart is stopped and displayed, the pachinko game machine PY1 performs a jackpot judgment for the special chart 1 reservations and the special chart 2 reservations. In addition, when special chart 1 reserve and special chart 2 reserve are stored at the same time, the jackpot determination for special chart 2 reserve may be performed with priority, or the jackpot determination for special chart 1 reserve may be performed with priority, or the jackpot determination may be performed in the order in which they were stored.
[0032] The pre-reading judgment is a judgment in advance of whether or not a jackpot game will be played (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed, and if a jackpot game is played, it is judged as a pre-reading win, and if a jackpot game is not played, it is judged as a pre-reading non-win. Note that, when multiple types of fluctuation patterns can be determined, the pre-reading judgment may be configured to perform a fluctuation pattern pre-judgment that judges in advance the fluctuation pattern to be determined.
[0033] When the pachinko game machine PY1 stores the number of special chart 1 reserved or special chart 2 reserved, the pachinko game machine PY1 notifies the player of the number. The number of special chart 1 reserved is notified, for example, by the lighting or blinking of two LEDs in the upper middle part of the display device 8. When the number of special chart 1 reserved is "1", only one LED is lit, when the number of special chart 1 reserved is "2", only two LEDs are lit, when the number of special chart 1 reserved is "3", only one LED is blinking, and when the number of special chart 1 reserved is "4", only two LEDs are blinking. On the other hand, the number of special chart 2 reserved is notified, for example, by the lighting or blinking of two LEDs in the lower middle part of the display device 8. When the number of special chart 2 reserved is "1", only one LED is lit, when the number of special chart 2 reserved is "2", only two LEDs are lit, when the number of special chart 2 reserved is "3", only one LED is blinking, and when the number of special chart 2 reserved is "4", only two LEDs are blinking.
[0034] Moreover, the pachinko game machine PY1 plays a jackpot game after stopping and displaying the first or second special symbol in a manner indicating a jackpot win. The jackpot game, which will be described in detail later, is a game in which a round game in which the first or second large prize opening 14 or 15 is opened is played multiple times (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize opening 14 or 15 provides an opportunity for a game ball to win (an opportunity for a prize ball). The jackpot game ends when all of the multiple round games have been played.
[0035] On the other hand, the pachinko game machine PY1 plays a small win game after stopping and displaying the first or second special symbol in a manner indicating a small win. The small win game is a game in which the first or second large winning hole 14 or 15 is opened for a predetermined time (for example, 5 seconds), as will be described in detail later. The small win game is advantageous for the player because the opening of the first or second large winning hole 14 or 15 provides a chance for a game ball to win (a chance for a prize ball).
[0036] 3-2. Regular Play When the game ball passes through the gate 13, the pachinko game machine PY1 acquires the right to receive a hit judgment, and performs a hit judgment based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the normal map according to the result of the hit judgment.
[0037] The win determination is to determine whether or not to play the auxiliary game. If the auxiliary game is played, it is determined that a win has been won, and if the auxiliary game is not played, it is determined that a loss has been won.
[0038] When the pachinko game machine PY1 determines that a win has occurred due to the game ball entering the gate 13, it performs a variable display of the normal map. The variable display of the normal map is a display in which multiple LEDs in the upper right corner of the display 8 flash. When a predetermined time has elapsed from the start of the variable display of the normal map, the pachinko game machine PY1 performs a stationary display of the normal map in a manner that indicates the result of the win determination. There are two manners for the stationary display of the normal map: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0039] In addition, when the game ball enters the gate 13 during the variable display of the normal map, the pachinko game machine PY1 stores the acquired right to receive the winning judgment as a normal map reservation. The pachinko game machine PY1 can store up to a predetermined number of normal map reservations (for example, 2). After the normal map is stopped and displayed, the pachinko game machine PY1 performs a winning judgment on the normal map reservation.
[0040] When the pachinko game machine PY1 stores the number of reserved regular figures, it notifies the player of the number. The number of reserved regular figures is notified by lighting up multiple LEDs in the lower right corner of the display 8. For example, when the number of reserved regular figures is "1", only one LED is lit, and when the number of reserved regular figures is "2", only two LEDs are lit.
[0041] The pachinko game machine PY1 stops and displays the normal picture in a manner indicating a winning win, and then performs an auxiliary game. The auxiliary game is a game in which the second start hole 12 is opened for a predetermined time (e.g., 3.5 seconds), as will be described in detail later. The auxiliary game is advantageous to the player because the opening of the second start hole 12 gives the player a chance to win a game ball into the second start hole 12 (a chance to win a prize ball, a chance to obtain the right to receive a jackpot judgment).
[0042] 4. Game Status Next, the gaming state of the pachinko gaming machine PY1 will be explained with reference to Fig. 3(A). Fig. 3(A) is a diagram showing gaming states that the pachinko gaming machine PY1 can take. As shown in Fig. 3(A), the pachinko gaming machine PY1 can take one or more gaming states out of four gaming states, namely, a "low probability low base gaming state" (also called a "normal gaming state"), a "low probability high base gaming state" (also called a "time-saving gaming state"), a "high probability low base gaming state" (also called a "latent probability gaming state"), and a "high probability high base gaming state" (also called a "probability variable gaming state"), except for the big win gaming state in which a big win game is played.
[0043] The "low probability low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can reset the game state to the initial state by operating an initialization switch (also called a "RAM clear switch") (not shown) provided on the back of the front door 23.
[0044] The "low probability high base game state" is a game state that may occur after a big win game state, and continues until a predetermined time-saving end condition is met. The predetermined time-saving end condition includes a big win game being played and the number of times the special chart is displayed in a variable manner reaching a predetermined number (for example, 200 times).
[0045] The "low probability high base game state" may also be obtained when a specific miss occurs in the jackpot determination in the "low probability low base game state". The specific miss includes a miss for a specific number of times (e.g. 900 times) when all jackpot determinations are misses, and a miss at a specific rate (e.g. 1 / 200) of the misses in the jackpot determinations. The pachinko game machine PY1 switches to the "low probability high base game state" after the variable display of the special symbol that has resulted in a specific miss ends (after the special symbol is stopped and displayed). In this case, the "low probability high base game state" also continues until a specified time-saving end condition is met, as in the case where the "low probability high base game state" is entered after the jackpot game state.
[0046] The "high probability low base game state" is a game state that may be reached after a jackpot game state, and continues until a predetermined potential end condition is met. The predetermined potential end condition includes a jackpot game being played and the number of times the special chart is displayed in a variable manner reaching a predetermined number of times (e.g., 200 times). Note that the "high probability low base game state" may be reached by the game ball passing through a specific area provided inside the first large prize opening 14 or the second large prize opening 15 during a jackpot game.
[0047] The "high probability high base game state" is a game state that may be reached after a jackpot game state, and continues until a predetermined probability end condition is met. The predetermined probability end condition includes a jackpot game being played and the number of times the special chart is displayed variable reaching a predetermined number of times (for example, 100 times). The "high probability high base game state" may be reached by the game ball passing through a specific area provided inside the first big prize opening 14 or the second big prize opening 15 during a jackpot game.
[0048] The "low probability low base game state" and the "low probability high base game state" belong to a normal probability state in which the probability of winning a jackpot in a jackpot determination is normal (e.g., 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to a high probability state in which the probability of winning a jackpot in a jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player in terms of the probability of winning a jackpot than the "low probability low base game state" and the "low probability high base game state."
[0049] In addition, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states in which the game ball does not enter the second start hole 12 or it is difficult to enter the second start hole 12 (for example, a state in which the hit judgment does not result in a winning or it is difficult to win, or the opening time of the second start hole 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states in which the game ball easily enters the second start hole 12 (for example, a state in which the hit judgment results in a winning or the opening time of the second start hole 12 is relatively long). Therefore, with respect to the second start hole 12 (with respect to the ease of the game ball entering the second start hole 12), the "low probability high base game state" and the "high probability high base game state" can be said to be game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state".
[0050] In addition, since the non-time-saving state is a state in which the game ball does not or is difficult to win into the second starting hole 12, the ``low probability low base game state'' and the ``high probability low base game state'' can be said to be game states in which the game ball is more likely to win into the first starting hole 11 than the second starting hole 12, while the time-saving state is a state in which the game ball is more likely to win into the second starting hole 12, the ``low probability high base game state'' and the ``high probability high base game state'' can be said to be game states in which the game ball is more likely to win into the second starting hole 12 than the first starting hole 11.
[0051] In addition, the pachinko game machine PY1 can change the probability of winning a jackpot in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched to three stages: upper, middle, and lower. The setting change switch in the upper stage is called "setting 1", the setting change switch in the middle stage is called "setting 2", and the setting change switch in the lower stage is called "setting 3". In "setting 1", the probability of winning a jackpot in the normal probability state is the first probability (e.g., 1 / 300), and the probability of winning a jackpot in the high probability state is the second probability (e.g., 1 / 30). In "setting 2", the probability of winning a jackpot in the normal probability state is the third probability (e.g., 1 / 280) that is higher than the first probability, and the probability of winning a jackpot in the high probability state is the fourth probability (e.g., 1 / 28) that is higher than the second probability. In addition, "Setting 3" is a fifth probability (e.g., 1 / 260) in which the probability of winning the jackpot in the normal probability state is higher than the third probability, and a sixth probability (e.g., 1 / 26) in which the probability of winning the jackpot in the high probability state is higher than the fourth probability. Note that the probability of winning the jackpot can be changed as appropriate within the range in which the probability increases in the order of "Setting 1" < "Setting 2" < "Setting 3".
[0052] 5. Jackpot Games Next, the jackpot game played by the pachinko game machine PY1 will be explained with reference to Fig. 3(B) and Fig. 4(A). As shown in Fig. 3(B), the pachinko game machine PY1 can play one or more of the four types of jackpot games: "jackpot game Wα", "jackpot game Xα", "jackpot game Yα" and "jackpot game Zα".
[0053] The "jackpot game Wα" is a jackpot game that then goes into a "high probability high base game state" and continues until the α number of rounds are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Wα", any number of rounds between 2 and 10 are played depending on α.
[0054] The "jackpot game Xα" is a jackpot game that then goes into a "low probability high base game state" and continues until the α number of rounds is completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Xα", any number of rounds between 2 and 10 are played depending on α.
[0055] The "jackpot game Yα" is a jackpot game that then goes into a "high probability low base game state" and continues until the α number of rounds is completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Yα", any number of rounds between 2 and 10 are played depending on α.
[0056] The "jackpot game Zα" is a jackpot game that then goes into a "low probability low base game state" and continues until the α number of rounds is completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize opening 14 or the second big prize opening 15 in one round. In other words, in the "jackpot game Zα", any number of rounds between 2 and 10 are played depending on α.
[0057] In the "jackpot game Wα", "jackpot game Xα", "jackpot game Yα" and "jackpot game Zα", only the first large prize opening 14 may be opened for all round games, only the second large prize opening 15 may be opened for all round games, or the first large prize opening 14 may be opened for some round games and the second large prize opening 15 may be opened for the remaining round games. In both the round games in which the first large prize opening 14 is opened and the round games in which the second large prize opening 15 is opened, a chance to win a game ball (a chance to win a prize ball) is given, making them advantageous games for the player.
[0058] The "jackpot game Wα" and the "jackpot game Yα" belong to the so-called variable jackpot game in which the game state is a high probability state, and the "jackpot game Xα" and the "jackpot game Zα" belong to the so-called normal jackpot game in which the game state is a normal probability state. Therefore, it can be said that the "jackpot game Wα" and the "jackpot game Yα" are jackpot games more advantageous to the player than the "jackpot game Xα" and the "jackpot game Zα" in terms of the probability of winning the subsequent jackpot, and the jackpot game state in which either the "jackpot game Wα" or the "jackpot game Yα" is played is more advantageous to the player than the jackpot game state in which either the "jackpot game Xα" or the "jackpot game Zα" is played.
[0059] In addition, "jackpot game Wα" and "jackpot game Xα" belong to the so-called electric support jackpot game in which the game state is in a time-saving state, and "jackpot game Yα" and "jackpot game Zα" belong to the so-called non-electric support jackpot game in which the game state is in a non-time-saving state. Therefore, "jackpot game Wα" and "jackpot game Xα" can be said to be jackpot games more advantageous to the player than "jackpot game Yα" and "jackpot game Zα" in terms of the subsequent second start hole 12 (in terms of the ease of the game ball entering the subsequent second start hole 12), and the jackpot game state in which either "jackpot game Wα" or "jackpot game Xα" is performed can be said to be a game state more advantageous to the player than the jackpot game state in which either "jackpot game Yα" or "jackpot game Zα" is performed.
[0060] Here, the flow of the big win game will be explained. Fig. 4(A) is a time chart showing the flow of the big win game. Here, a big win game in which only the first big winning hole 14 is opened will be illustrated.
[0061] As shown in FIG. 4(A), when the jackpot game starts after the special chart is stopped and displayed, a jackpot opening (also called a "jackpot OP") is set first. The jackpot OP continues until a predetermined time (for example, 10 seconds) has elapsed, and when the jackpot OP ends, the first round of round play starts. The round play continues until a predetermined time (for example, 30 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) enter the first big prize winning hole 14. When the first round of round play ends, an inter-round interval (also called a "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the round IT ends, the second round of round play starts. Then, when the final round play (for example, the 10th round of round play) ends, a jackpot ending (also called a "jackpot ED") is set. The big win ED continues until a predetermined time (for example, 10 seconds) has elapsed, and one big win game ends when the big win ED ends. Note that it is also possible to set neither the big win OP nor the big win ED, or both.
[0062] 6. Small Win Games Next, the small win game performed by the pachinko game machine PY1 will be explained with reference to Fig. 3(B) and Fig. 4(B). As shown in Fig. 3(B), the pachinko game machine PY1 is capable of performing a small win game as a game different from a big win game. Unlike a big win game, a small win game is a game in which the game state is not changed after the small win game. For example, if a small win game is performed in a "low probability low base game state", the "low probability low base game state" continues even after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big win opening 14 or the second big win opening 15.
[0063] FIG. 4(B) is a time chart showing the flow of a small prize game. Here, a small prize game in which only the first large prize opening 14 is opened is illustrated. As shown in FIG. 4(B), when a small prize game starts after the special chart is stopped and displayed, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize opening 14 opens. The opening of the first large prize opening 14 continues until a predetermined time (e.g., 5 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) have entered the first large prize opening 14. When the opening of the first large prize opening 14 ends, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and one small prize game ends when the post-opening IT ends. In addition, either one or both of the pre-opening IT and the post-opening IT may not be set. In addition, in consideration of the playability of the pachinko game machine PY1, the small win game may not be performed.
[0064] 7. Auxiliary Games Next, the auxiliary game performed by the pachinko game machine PY1 will be described with reference to FIG. 3(B) and FIG. 4(C). As shown in FIG. 3(B), the pachinko game machine PY1 is capable of performing an auxiliary game as a game different from the big win game and the small win game. The auxiliary game is a game in which the second start hole 12 is opened, unlike the big win game and the small win game. In the auxiliary game, the opening time of the second start hole 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-saving state, the second start hole 12 is opened for a first opening time (e.g., 0.1 seconds), whereas when the auxiliary game is performed in the time-saving state, the second start hole 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.
[0065] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the normal game is stopped and the display shows that the game is stopped, the second start hole 12 opens. The second start hole 12 is kept open until a predetermined time (the first opening time in the non-time-saving state, the second opening time in the time-saving state) has elapsed, or until a predetermined number of game balls (for example, four balls) enter the second start hole 12. When the opening of the second start hole 12 is completed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, two seconds) has elapsed, and one auxiliary game ends when the post-opening IT ends.
[0066] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained with reference to Figs. 5 to 12. The pachinko game machine PY1 can set different effect modes depending on the game state. In each effect mode, the pachinko game machine PY1 can perform the following effects using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.) provided in the pachinko game machine PY1.
[0067] 8-1.Performance mode First, the presentation mode will be explained with reference to Fig. 5. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY1 can set the following presentation modes: waiting for customers presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and big win presentation mode.
[0068] The customer waiting performance mode is a performance mode that may be set when the special chart is stopped (when the special chart is not variable displayed) in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state". In the customer waiting performance mode, it is suggested to the player that the special chart is in a state of waiting for variable display. The pachinko game machine PY1 can perform a customer waiting performance while the customer waiting performance mode is set. The customer waiting performance is a performance in which a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display unit 50a as shown in FIG. 5 (A-1). In addition, when the customer waiting demo video G100 is displayed, for example, the normal button 40 is operated, the pachinko game machine PY1 may display a setting screen G101 for setting the performance of the pachinko game machine PY1 on the display unit 50a as shown in FIG. 5 (A-2). The pachinko game machine PY1 allows the user to set the effects of the pachinko game machine PY1 while the setting screen G101 is displayed. The settings related to the effects include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a (also called "light amount setting"), the frequency setting of the effects to be executed (also called "effect setting"), etc.
[0069] The normal presentation mode is a presentation mode that may be set over one or more variable display of special symbols in the "low probability low base game state" or the "high probability low base game state". In the normal presentation mode, the player is suggested to be in a non-time-saving state. In the normal presentation mode, the pachinko game machine PY1 displays, for example, a normal background image G102 of a background showing a mountain scenery on the display unit 50a as shown in FIG. 5 (B-1). Note that the background displayed in the normal presentation mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0070] The probability variation presentation mode is a presentation mode that may be set over one or more variable display of special symbols in the "high probability high base game state". In the probability variation presentation mode, the player is suggested to be in a high probability state and a time-saving state. In the probability variation presentation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 with a background representing space on the display unit 50a as shown in FIG. 5 (B-2). Note that the background displayed in the probability variation presentation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0071] The time-saving performance mode is a performance mode that may be set over one or more variable display of special symbols in the "low probability high base game state". In the time-saving performance mode, the player is suggested to be in the normal probability state and the time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 of a background representing the sky on the display unit 50a as shown in FIG. 5 (B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The jackpot presentation mode is a presentation mode that is set in the jackpot game state. In the jackpot presentation mode, the player is informed that a jackpot game is being played. In the jackpot presentation mode, the pachinko game machine PY1 displays an opening image G107 suggesting the start of a jackpot game, a right-hit image G108 encouraging a "right hit" and the like on the display unit 50a at the start of a jackpot game, as shown in FIG. 5 (C-1). The display of these images is referred to as an "opening presentation."
[0073] In addition, in the big win presentation mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during a round play as shown in FIG. 5(C-2), and displays a promotion image G110 indicating the high probability state on the display unit 50a if the high probability state is reached after that. The display of these images is called a "round presentation."
[0074] In addition, in the big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 suggesting the presentation mode to be set after the big win presentation mode, a total number of prize balls image G112 suggesting the total number of prize balls paid out, and the like, as shown in Fig. 5 (C-3) at the end of the big win game. The display of these images is called "ending presentation."
[0075] In the basic embodiment, five types of presentation modes are set: a customer waiting presentation mode, a normal presentation mode, a special probability presentation mode, a time-saving presentation mode, and a big win presentation mode; however, the types of presentation modes may be changed or added as appropriate.
[0076] 8-2. Special chart change performance Next, the special chart change performance (also called "change performance") will be explained with reference to Figs. 6 to 8. The special chart change performance is a performance to suggest the result of the jackpot determination. When the pachinko game machine PY1 starts the variable display of the special chart, it executes the special chart change performance using the performance pattern in parallel with the variable display of the special chart. As shown in Fig. 6(A), the performance pattern is composed of a left performance pattern EZ1, a middle performance pattern EZ2, and a right performance pattern EZ3.
[0077] In the special chart variation performance, the pachinko game machine PY1 displays the performance symbols EZ1, EZ2, and EZ3 on the background (normal background image G102, probability variation background image G103, time-saving background image G104). In addition, "↓" in the figure indicates that the performance symbols are being displayed. The performance symbols EZ1, EZ2, and EZ3 are composed of number symbols from "1" to "9", for example, and in the variable display of the performance symbols EZ1, EZ2, and EZ3, the performance symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special chart, and the performance symbols EZ1, EZ2, and EZ3 stop with the stop display of the special chart. The result of the jackpot determination is suggested by the state of the stop display of the performance symbols EZ1, EZ2, and EZ3.
[0078] 8-2-1.Normal fluctuation The pachinko game machine PY1 can perform normal variation first in the special chart variation performance. The normal variation is a performance in which the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as a performance that suggests that the variable display of the special chart has started.
[0079] In the normal variation, the pachinko game machine PY1 starts displaying the variation of the performance symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). When the pachinko game machine PY1 determines a miss without generating a reach after the normal variation, it stops the left performance symbol EZ1 and the right performance symbol EZ3 in different patterns as shown in FIG. 6(C-1), and then stops and displays the performance symbols EZ1, EZ2, and EZ3 in a pattern suggesting a miss (so-called barake eyes) as shown in FIG. 6(D). The pattern suggesting a miss is a pattern in which the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, when the pachinko game machine PY1 generates a reach after the normal variation, it stops and displays the left performance symbol EZ1 and the right performance symbol EZ3 in the same pattern (so-called reach eyes) as shown in FIG. 6(C-2) to establish a reach. In addition, the stopping order of the performance patterns EZ1, EZ2, and EZ3 can be changed as appropriate.
[0080] 8-2-2.N Reach The pachinko game machine PY1 can perform N-reach after reaching the reach. N-reach is, for example, a reach effect in which the fluctuation speed of the middle effect pattern EZ2 gradually slows down, and functions as an effect suggesting the possibility of a big win game.
[0081] In the pachinko game machine PY1, in the N reach, as shown in FIG. 7(A), the speed of change of the middle performance symbol EZ2 is gradually slowed down. Then, in the pachinko game machine PY1, in the case of a miss in the N reach, as shown in FIG. 7(B), the middle performance symbol EZ2 is stopped, and the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a reach miss (so-called reach miss). The manner suggesting a reach miss is a manner in which the left and right performance symbols are the same and the middle symbol is different from the left and right performance symbols, such as "7·6·7" or "5·3·5". On the other hand, in the pachinko game machine PY1, in the case of developing into the SP reach after the N reach, the middle performance symbol EZ2 is not stopped. The performance content of the N reach can be changed as appropriate.
[0082] 8-2-3.SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is, for example, a reach effect in which a scene of a main character battling an enemy character is displayed, and functions as an effect suggesting that a big win game is likely to occur.
[0083] In the SP reach, the pachinko game machine PY1 displays an SP title image G1 indicating the start of the SP reach on the display unit 50a as shown in FIG. 8(A). The SP title image G1 is, for example, a text image of "Defeat enemy A!". After that, the pachinko game machine PY1 displays a main character image G200 representing a main character and an enemy character image G201 representing an enemy character on the display unit 50a as shown in FIG. 8(B), and displays a video of the main character and the enemy character battling on the display unit 50a. Then, when the battle reaches its final stage, the pachinko game machine PY1 displays the main character rejoicing at his victory in the battle as shown in FIG. 8(C-1) to suggest a jackpot, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called double numbers). Also, when the pachinko game machine PY1 loses the SP reach, as shown in Fig. 8 (C-2), it displays the enemy character rejoicing at the victory in the battle to suggest a loss, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko game machine PY1 develops the SP reach after this SP reach into an SPSP reach, it does not stop the middle performance symbol EZ2. It is possible to change the content of the SP reach as appropriate.
[0084] 8-2-4.SPSP Reach The pachinko game machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene in which a main character and a strong enemy character are battling, and functions as an effect that suggests that a big win game is likely to occur.
[0085] In the SPSP reach, the pachinko game machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat enemy B!". After that, the pachinko game machine PY1 displays a main character image G200 representing a main character and a strong enemy character image G202 representing a strong enemy character on the display unit 50a as shown in FIG. 9(B), and displays a video of the main character and the strong enemy character battling on the display unit 50a. Then, when the battle reaches its final stage, the pachinko game machine PY1, in the case of a jackpot in the SPSP reach, displays a scene in which the main character is happy about winning the battle, as shown in FIG. 9(C-1), to suggest a jackpot, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner suggesting a jackpot (so-called double numbers). On the other hand, when the pachinko game machine PY1 determines that the SPSP reach is a miss, as shown in Fig. 9 (C-2), the strong enemy character is displayed as being happy about winning the battle, and the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state in a manner that indicates a reach miss. Note that the content of the SPSP reach performance can be changed as appropriate.
[0086] Here, we will explain the possibility that the performance symbols EZ1, EZ2, and EZ3 will stop in a manner indicating a jackpot (also called "jackpot expectation"). The jackpot expectation is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of N reach is set to 10% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, and the execution probability of SP reach is set to 4% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, the jackpot expectation for SP reach can be made higher than the jackpot expectation for N reach.
[0087] Also, for example, if the execution probability of the SP reach is set to 4% when the result of the jackpot determination is a miss and 100% when the result of the jackpot determination is a win, the execution probability of the SPSP reach can be set to 2% when the result of the jackpot determination is a miss, and 100% when the result of the jackpot determination is a win, so that the jackpot expectation for the SPSP reach can be made higher than that for the SP reach. In this way, by setting the execution probability according to the result of the jackpot determination for the executable effects in advance, the jackpot expectation for the effects can be determined.
[0088] 8-3. Hold icon and related icon The pachinko game machine PY1 can display a reserved icon HA on the display unit 50a while storing the reserved special chart 1 or reserved special chart 2. The reserved icon HA is, for example, an icon image of "◯". The pachinko game machine PY1 can also display the icon TA on the display unit 50a while the special chart is being variably displayed. The icon TA is, for example, an icon image of "◯" the same as the reserved icon HA.
[0089] A reserved icon display area 50d is provided at the bottom of the display unit 50a. As shown in FIG. 10(A), the reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko game machine PY1 displays a reserved icon HA in each display area 50d1, 50d2, 50d3, and 50d4 according to the reserved number of special chart 1 or the reserved number of special chart 2. For example, when the reserved number of special chart 1 is "1", the reserved icon HA is displayed in the first display area 50d1, and when the reserved number of special chart 1 is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. In addition, the reserved icon display area 50d may display both the reserved number of special chart 1 and the reserved number of special chart 2, or may display only one of the reserved number of special chart 1 and the reserved number of special chart 2. In addition, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0090] In addition, the icon display area 50e is provided in the lower part of the display unit 50a near the reserved icon display area 50d. The icon display area 50e is configured of one display area, as shown in FIG. 10(A). When the pachinko game machine PY1 starts variable display of the special chart, it displays the icon TA, which is the same as or different from the reserved icon HA, in the icon display area 50e. In addition, in consideration of the playability of the pachinko game machine PY1, the icon TA may not be displayed.
[0091] 8-3-1.Holding effect The pachinko game machine PY1 can perform a reserved performance in response to the game ball entering the first start hole 11 or the second start hole 12. The reserved performance is, for example, a performance in which the reserved icon HA is displayed in the reserved icon display area 50d, and functions as a performance for notifying the player of the number of reserved special figures 1 or reserved special figures 2.
[0092] When the pachinko game machine PY1 is not performing variable display of the special chart and the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the icon TA is displayed in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two game balls enter the first starting hole 11 during variable display of the special chart, the pachinko game machine PY1 displays the reserved icon HA in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Fig. 10(C), and notifies the player that the number of reserved special charts 1 is "2". In addition, when the pachinko game machine PY1 starts variable display of a new special chart while displaying a reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, as shown in FIG. 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, thereby notifying the player that the reserve number of special chart 1 is "1".
[0093] 8-4. Preview performance The pachinko game machine PY1 can perform a notice performance at any timing during the special chart variation performance. The notice performance is a performance that uses the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance that suggests the possibility of a big win game.
[0094] 8-4-1.Movable object production The pachinko game machine PY1 can perform a movable body effect using the on-board movable body 55k or the frame movable body 58k as a notice effect. The movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0095] The pachinko game machine PY1 performs a movable body performance at any timing in the special chart variation performance (for example, the timing when the N reach develops into the SP reach). Here, a movable body performance using the board movable body 55k is exemplified. The movable body performance is a performance in which the board movable body 55k moves on the display unit 50a as shown in FIG. 11(A). In the movable body performance, the pachinko game machine PY1 displays an effect image G4 in a space of the display unit 50a that does not overlap with the board movable body 55k. After the movable body performance, the board movable body 55k returns to a normal standby state (initial position) as shown in FIG. 11(B), and the performance develops. FIG. 11(B) shows a case where the performance develops into the SPSP reach. The movement of the board movable body 55k in the movable body performance can be changed as appropriate.
[0096] 8-4-2. Operation direction The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a notice performance. The operation performance is, for example, a performance in which the player operates the normal button 40 or the special button 41.
[0097] The pachinko game machine PY1 performs an operation presentation at any timing (for example, during SP reach) in the special chart variation presentation. Here, an operation presentation using the normal button 40 is exemplified. In the operation presentation, the pachinko game machine PY1 generates a period during which pressing the normal button 40 is valid (referred to as a "button operation valid period"), and with the occurrence of this button operation valid period, as shown in FIG. 12(A), performs a presentation that encourages the operation of the normal button 40 (referred to as a "button operation promotion presentation"). In the button operation promotion presentation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 is composed of a normal button image G31 imitating the normal button 40, a pressing operation image G32 (here, a text image of "press") showing the operation mode of the normal button 40 (i.e., pressing operation), and an operation valid period remaining time image G33 showing the remaining time of the button operation valid period. In response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid period, the pachinko game machine PY1 ends the button operation prompting effect and performs the operation result effect, as shown in Fig. 12(B). Fig. 12(B) shows a case where a movable body effect in which the on-board movable body 55k is operated is performed as the operation result effect. The content of the operation effect can be changed as appropriate.
[0098] 8-4-3. Predictive performance The pachinko game machine PY1 can perform a pre-reading effect based on a pre-reading judgment as a notice effect. The pre-reading effect is, for example, an effect in which the reserved icon HA changes, and functions as an effect for suggesting the result of the jackpot judgment in advance.
[0099] The pachinko game machine PY1 performs a look-ahead performance in response to storing the special chart 1 reservation or the special chart 2 reservation. Here, the look-ahead performance for the special chart 1 reservation is illustrated. When the game ball enters the first starting hole 11, the pachinko game machine PY1 displays a "☆" icon image as the reservation icon HA in the reservation icon display area 50d as shown in FIG. 10(C) based on the result of the look-ahead judgment for the special chart 1 reservation when storing the special chart 1 reservation. Note that the look-ahead performance content can be changed as appropriate.
[0100] 9. Internal Configuration Next, the internal configuration of the pachinko game machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of a portion related to the control of the pachinko game machine PY1. As shown in Fig. 13, the pachinko game machine PY1 includes a main control unit 100 that controls the game, and a performance control unit 120 that executes performances. The main control unit 100 and the performance control unit 120 are electrically connected, and the performance control unit 120 mainly executes performances according to instructions from the main control unit 100.
[0101] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game state, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs winning information of game balls from winning devices (first start port 11, second start port 12, gate 13, first big winning port 14, second big winning port 15, general winning port 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands generated according to the game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game memory unit 101c is composed of, for example, a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores a table for selecting game content, game data (special figure 1 reservation, special figure 2 reservation, normal figure reservation, etc.) generated according to the game control, etc.
[0102] The various games are mainly controlled based on winning information and operation information inputted by the game input unit 101a. The game control microcomputer 101 controls the various games using tables and game data stored in the game memory unit 101c.
[0103] 9-2.Table The game control microcomputer 101 can make various selections when controlling a game. When making a selection, a table stored in the game memory unit 101c is referenced. The game memory unit 101c stores the following tables.
[0104] 9-2-1. Fluctuation pattern judgment table The game memory unit 101c stores a variation pattern determination table 103a1 shown in Fig. 14. The variation pattern determination table 103a1 is a table that is referred to when selecting the type of variation pattern. When performing variable display of the first special chart or the second special chart based on the result of the big win determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 and selects the type of variation pattern.
[0105] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of starting hole, the result of the big win determination, the result of the reach determination, the number of reserved special symbols, etc. The reach determination is to determine whether or not the above-mentioned reach performance (N reach, SP reach, SPSP reach) is performed during the variable display of the special symbol, and if the reach performance is performed, it is determined that there is a reach, and if the reach performance is not performed, it is determined that there is no reach. The game control microcomputer 101 can select any one of seven types of variation patterns, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022", as the variation pattern. The game control microcomputer 101 performs the variable display of the first special symbol or the second special symbol in the variable display mode (variable display time) according to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0106] Here, the role of each variation pattern will be explained. As mentioned above, during the variable display of the special chart, the special chart variation performance is performed. In the special chart variation performance, a performance flow consisting of a single or multiple performances is executed, and each variation pattern is associated with the variable display time of the special chart and the performance flow executed in the special chart variation performance. For example, as shown in FIG. 14, "THP001" and "THP011" correspond to a presentation flow in which the variable display time of the special chart is 120,000 ms and is composed of "normal fluctuation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" correspond to a presentation flow in which the variable display time of the special chart is 100,000 ms and is composed of "normal fluctuation" → "reach" → "N reach" → "SP reach", "THP013" corresponds to a presentation flow in which the variable display time of the special chart is 20,000 ms and is composed of "normal fluctuation" → "reach" → "N reach", and "THP021" and "THP022" correspond to a presentation flow in which the variable display time of the special chart is 13,000 ms or 2,000 ms and is composed only of "normal fluctuation". In this way, the time of the special chart change presentation and the presentation executed in the special chart change presentation are made different depending on the type of change pattern selected by the game control microcomputer 101.
[0107] "THP001" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is an "SPSP reach", so "THP001" is called an "SPSP jackpot fluctuation". "THP002" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is an "SP reach", so "THP002" is called an "SP jackpot fluctuation". "THP011" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is an "SPSP reach", so "THP011" is called an "SPSP miss fluctuation". "THP012" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is an "SP reach", so "THP012" is called an "SP miss fluctuation". In addition, "THP013" is selected when the result of the jackpot determination is a miss, and the end of the performance flow is "N reach", so "THP013" is called "N miss fluctuation". In addition, "THP021" and "THP022" are selected when the result of the jackpot determination is a miss, and the end of the performance flow is "normal fluctuation", so "THP021" and "THP022" are called "normal miss fluctuation". The selection ratio of the fluctuation pattern can be set appropriately, taking into consideration the playability of the pachinko game machine PY1.
[0108] 9-2-2.Look-ahead judgment table The game memory unit 101c stores a look-ahead determination table 103b1 shown in FIG. 15. The look-ahead determination table 103b1 is a table that is referenced when selecting the type of look-ahead pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the look-ahead determination table 103b1 and selects the type of look-ahead pattern. The diagram shown in FIG. 15 is the look-ahead determination table 103b1.
[0109] As shown in Fig. 15, the game control microcomputer 101 selects the type of look-ahead pattern based on the game state, the type of starting hole, the result of look-ahead judgment, etc. The game control microcomputer 101 can select one of three types of look-ahead patterns, "SHP001" to "SHP003", as the look-ahead pattern. The type of look-ahead pattern can be changed as appropriate.
[0110] Since "SHP001" is selected when the result of the look-ahead judgment is a win, "SHP001" is called the "jackpot look-ahead pattern." Also, "SHP002" is selected when the result of the look-ahead judgment is a non-win, and the result of the fluctuation pattern advance judgment is a fluctuation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called the "reach miss look-ahead pattern." Also, "SHP003" is selected when the result of the look-ahead judgment is a non-win, and the result of the fluctuation pattern advance judgment is a fluctuation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called the "normal miss look-ahead pattern."
[0111] 9-2-3.Pattern Judgment Table The game memory unit 101c stores a symbol determination table 103c1 shown in FIG. 16. The symbol determination table 103c1 is a table that is referred to when selecting the type of the stop symbol of the first special symbol and the second special symbol. When a big win determination is performed, the game control microcomputer 101 refers to the symbol determination table 103c1 and selects the type of the stop symbol of the first special symbol and the second special symbol. The diagram shown in FIG. 16 is the symbol determination table 103c1.
[0112] As shown in FIG. 16, the game control microcomputer 101 selects the type of stop pattern of the first special pattern and the second special pattern based on the type of starting hole, the result of the big win determination, etc. The game control microcomputer 101 can select one of seven types of stop patterns, "Big Win Wα Pattern", "Big Win Xα Pattern", "Big Win Yα Pattern", "Big Win Zα Pattern", "Small Win Pattern", "Miss A Pattern", and "Miss B Pattern", as the type of stop pattern. The game control microcomputer 101 performs stop display of the first special pattern or the second special pattern in a manner according to the selected stop pattern. The type of stop pattern can be changed as appropriate.
[0113] Here, the role of each stop pattern will be explained. As mentioned above, after the special pattern stops, there are times when a big win game is played, when a small win game is played, when the time is reduced, and when nothing is played and it is a miss. There are four types of big win games ("Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", "Big Win Game Zα"), one type of small win game, and two types of misses (the above-mentioned specific miss, and simple miss), and each stop pattern is associated with the type of big win game, the type of small win game, and the type of miss. For example, as shown in Fig. 16, "jackpot Wα symbol" corresponds to "jackpot game Wα", "jackpot Xα symbol" corresponds to "jackpot game Xα", "jackpot Yα symbol" corresponds to "jackpot game Yα", "jackpot Zα symbol" corresponds to "jackpot game Zα", "small win symbol" corresponds to small win game, "miss A symbol" corresponds to a simple miss where nothing is done, and "miss B symbol" corresponds to a time-saving state. In this way, the type of jackpot game to be executed, the type of small win game, and the type of miss (whether or not to enter a time-saving state) are made different depending on the type of stop symbol selected by the game control microcomputer 101.
[0114] The "jackpot Wα symbol" and the "jackpot Yα symbol" are selected when a jackpot game that results in a high probability state is played afterwards, so the "jackpot Wα symbol" and the "jackpot Yα symbol" are sometimes called "probable variable symbols". The "jackpot Xα symbol" and the "jackpot Zα symbol" are determined when a jackpot game that results in a normal probability state is played afterwards, so the "jackpot Xα symbol" and the "jackpot Zα symbol" are sometimes called "normal symbol". The "miss A symbol" is determined when a simple miss occurs afterwards, so the "miss A symbol" is sometimes called "normal miss symbol". The "miss B symbol" is determined when a specific miss occurs afterwards, so the "miss B symbol" is sometimes called "miss time-saving symbol". The selection ratio of the stop symbols can be set appropriately, taking into account the playability of the pachinko game machine PY1.
[0115] 9-3. Commands The game control microcomputer 101 can output the performance command generated according to the game control to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.
[0116] 9-3-1. Winning Commands The winning command is generated in association with the winning of the game ball into various winning devices (the first start port 11, the second start port 12, the gate 13, the first large winning port 14, the second large winning port 15, the general winning port 10, etc.). The winning commands include a first start port command generated by the game ball winning the first start port 11, a second start port command generated by the game ball winning the second start port 12, a gate command generated by the game ball passing through the gate 13, a first large winning port command generated by the game ball winning the first large winning port 14, a first large winning port command generated by the game ball winning the second large winning port 15, a general winning port command generated by the game ball winning the general winning port 10, etc.
[0117] 9-3-2. Special command The special chart command is generated in relation to the operation of the first special chart and the second special chart. The special chart command includes a special chart change pattern command generated by determining the change pattern of the special chart, a special chart stop pattern command generated by determining the stop pattern of the special chart, a special chart start command generated by starting the variable display of the special chart, and a special chart confirmation command generated by the stop display of the special chart.
[0118] 9-3-3. General Map Commands The map command is generated in relation to the map operation. Examples of map commands include the map start command, which is generated by starting the map variable display, and the map confirmation command, which is generated by stopping the map display.
[0119] 9-3-4. Pending commands Reserve commands are generated in relation to the increase or decrease in the number of reserved special drawing 1 drawings, special drawing 2 drawings, and regular drawing drawings. Examples of reserve commands include a special drawing 1 reserve increase command generated by an increase in the number of reserved special drawing 1 drawings, a special drawing 1 reserve decrease command generated by a decrease in the number of reserved special drawing 1 drawings, a special drawing 2 reserve increase command generated by an increase in the number of reserved special drawing 2 drawings, a special drawing 2 reserve decrease command generated by a decrease in the number of reserved special drawing 2 drawings, a regular drawing reserve increase command generated by an increase in the number of reserved regular drawings, and a regular drawing reserve decrease command generated by a decrease in the number of reserved regular drawings.
[0120] 9-3-5. Jackpot game command The jackpot game command is generated in association with the operation of the jackpot game. The jackpot game command includes an OP command generated by the start of an OP, a round command generated by the start of each round game, and an ED command generated by the start of an ED.
[0121] 9-3-6. Small Win Game Command The small win game command is generated in association with the operation of the small win game. The small win game command includes a pre-opening IT command generated by starting the pre-opening IT, a post-opening IT command generated by starting the post-opening IT, etc.
[0122] 9-3-7. Auxiliary game commands The auxiliary game command is generated in association with the operation of the auxiliary game. An example of the auxiliary game command is an auxiliary game start command that is generated upon the start of the auxiliary game.
[0123] 9-3-8. Game status command The game state command is generated in relation to the current game state. The game state commands include a normal probability command generated when the game state is in a normal probability state, a high probability command generated when the game state is in a high probability state, a non-time-saving command generated when the game state is in a non-time-saving state, a time-saving command generated when the game state is in a time-saving state, and a jackpot command generated when the game state is in a jackpot game state.
[0124] 9-4. Production control section The performance control unit 120 includes a performance control microcomputer 121. The performance control microcomputer 121 includes, for example, a CPU, and mainly executes various performances (performance mode, special chart change performance, hold performance, advance notice performance, etc.). The performance control microcomputer 121 also includes a performance input unit 121a and a performance storage unit 121b. The performance input unit 121a inputs performance commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The performance storage unit 121b is, for example, configured with a ROM or RAM, and stores a table for selecting advance notice performances, etc., performance data generated according to the execution of a performance, etc.
[0125] Various effects are executed mainly based on the command for effect and the operation information inputted by the effect input unit 121a. The effect control microcomputer 121 executes various effects by referring to the table and the effect data stored in the effect storage unit 121b.
[0126] First Embodiment The first embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.
[0127] 1. Second Grand Prize Winner First, the second large prize opening 15 of the pachinko game machine PY1 of the first embodiment (hereinafter, also simply referred to as the embodiment) will be described with reference to Figs. 17 and 18. As shown in Fig. 17, the pachinko game machine PY1 of this embodiment is provided with a second large prize winning device 15D in which the second large prize opening 15 is formed. This second large prize winning device 15D is provided with the above-mentioned second opening and closing door 15k. By opening and closing this second opening and closing door 15k, the second large prize opening 15 is in either a closed state (closed state) in which the game ball cannot enter, or an open state (open state) in which the game ball can enter.
[0128] Here, the second large prize device 15D will be described in detail with reference to FIG. 18. Inside the second large prize opening 15 of the second large prize device 15D, there are provided a specific area 16 and a non-specific area 17 through which game balls can pass (enter). Game balls that win the second large prize opening 15 are sorted by the sorting device 16D into the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid (not shown) that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid.
[0129] When the distribution solenoid is not energized, the distribution member 16k is in a first state (passage prevention state: in a front view of FIG. 18(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above) in which the game ball is prevented from passing through to the specific area 16. When the distribution member 16k is in the first state, the game ball that has entered the second large winning hole 15 cannot pass through the specific area 16, and passes through the non-specific area 17. In addition, the non-specific area 17 is provided with a non-specific area sensor 17a that detects the game ball that has passed through (entered) the non-specific area 17 and allows the game ball to pass downward. Therefore, when the game ball has passed through (entered) the non-specific area 17, the game control microcomputer 101 of this pachinko game machine PY1 can detect that fact by the non-specific area sensor 17a.
[0130] On the other hand, when the distribution solenoid is energized, the distribution member 16k is in a second state (passage-permitting state: in a front view of FIG. 18(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, the distribution member 16k does not cover the specific area 16 directly above, and the area directly above the specific area 16 is open) that allows the game ball to pass through (enter) the specific area 16. When the distribution member 16k is in the second state, the game ball that has entered the second large winning hole 15 can easily pass through the specific area 16. In addition, the specific area 16 is provided with a specific area sensor 16a that detects the game ball that has passed through (entered) the specific area 16 and allows the game ball to pass downward. Therefore, when the game ball has passed through (entered) the specific area 16, the game control microcomputer 101 of this pachinko game machine PY1 can detect that fact by the specific area sensor 16a.
[0131] In this embodiment, the sorting member 16k is basically held in the first state. In other words, the first state can be said to be the normal state of the sorting member 16k. Then, in the first round game (the first round game) in the jackpot game X and the jackpot game Z among the jackpot games described later, the sorting solenoid is energized and changes to the second state.
[0132] 2. Jackpot Games Next, the big win game will be described with reference to Fig. 19. There are three types of big win games in this embodiment, a big win game X, a big win game Y, and a big win game Z shown in Fig. 19.
[0133] The jackpot game X and the jackpot game Y are jackpot games that can be executed when the result of the jackpot determination of the first special symbol (first special symbol) is a jackpot win. If the result of the jackpot determination of the first special symbol is a jackpot win and the jackpot symbol type is "jackpot symbol X", the game state transitions to a jackpot game state after the special symbol change of the first special symbol, and the jackpot game X is executed. On the other hand, if the result of the jackpot determination of the first special symbol is a jackpot win and the jackpot symbol type is "jackpot symbol Y", the game state transitions to a jackpot game state after the special symbol change of the first special symbol, and the jackpot game Y is executed. In both cases, four rounds of play from 1R to 4R are executed. However, the jackpot game X and the jackpot game Y are different in whether or not the specific area 16 is opened in the round play.
[0134] Specifically, in the jackpot game X, as the fourth round game (round game of the fourth round), a round game in which the second large winning opening 15 is opened for a maximum of 29.5 seconds is performed. In the round game of the fourth round, the specific area 16 is opened (specifically, a transition change from the first state (FIG. 18(A)) to the second state (FIG. 18(B))), and in this round game of the fourth round, the sorting device 16D is controlled in an operation pattern in which the specific area 16 is opened. Therefore, in the round game of the fourth round of the jackpot game X, unlike other round games (round games from the first round to the third round), the game ball that has entered the second large winning opening 15 can enter the specific area 16. Therefore, when a game ball passes through the specific area 16 in the jackpot game X, the game state thereafter is set to a high probability high base game state. However, if the game ball does not pass through the specific area 16 in the 4th round game of the big win game X, the game state thereafter is set to a low probability high base game state rather than a high probability high base game state.
[0135] On the other hand, in the jackpot game Y, like the jackpot game X, the first big prize winning port 14 is opened for a maximum of 29.5 seconds as four rounds from the 1st round to the 4th round. However, unlike the jackpot game X, the distribution device 16D is controlled in an operation pattern in which the specific area 16 is not opened in all four rounds from the 1st round to the 4th round. Therefore, in the jackpot game Y, the game ball does not enter the specific area 16. Therefore, the game state thereafter is not set to a high probability high base game state, but is set to a low probability high base game state.
[0136] Next, the big win game Z will be described. This big win game Z can be played when the result of the big win judgment of the second special chart is a big win. In this big win game Z, 10 rounds from 1R to 10R are played.
[0137] In the jackpot game Z, the second large prize winning port 15 is opened for a maximum of 29.5 seconds as the first round of the jackpot game Z. In the first round of the jackpot game Z, the distribution device 16D is controlled in an operation pattern in which the specific area 16 is opened. Therefore, in the first round of the jackpot game Z, unlike the other rounds (rounds from 2R to 10R), the game ball that has entered the second large prize winning port 15 can enter the specific area 16.
[0138] In addition, if the game ball passes through the specific area 16 in the big win game Z, the game state thereafter is set to a high probability high base game state. However, if the game ball does not pass through the specific area 16 in the first round game of the big win game Z, the game state thereafter is set to a low probability high base game state, not a high probability high base game state.
[0139] When the game state is set to the high probability high base game state, the setting of the high probability high base game state can be continued until the number of jackpot judgments on the special charts (first special chart, second special chart) reaches a first specific number ("130 times" in this embodiment). In other words, this pachinko game machine PY1 is a game machine ("ST machine") equipped with a maximum of a first specific number of "ST (Special Time)". Specifically, after the game state is set to the high probability high base game state, when the number of jackpot judgments on the special charts (first special chart, second special chart) in the high probability high base game state reaches a first specific number, the game state transitions from the high probability high base game state to the low probability low base game state (normal game state) before the next jackpot judgment. However, after the game state is set to the high probability high base game state, if the result of the jackpot judgment of the special chart is a jackpot win before the number of jackpot judgments of the special chart in the high probability high base game state reaches a first specific number, the setting of the high probability high base game state ends midway (i.e., before the number of jackpot judgments of the special chart reaches a first predetermined number). Then, the game state transitions from the high probability high base game state to the jackpot game state, and the jackpot game is played.
[0140] On the other hand, when the low probability high base game state is set, the setting of the low probability high base game state can be continued until the number of jackpot judgments of the special chart (first special chart, second special chart) reaches a second specific number ("100 times" in this embodiment). Specifically, after the game state is set to the low probability high base game state, if the number of jackpot judgments of the special chart in the low probability high base game state reaches a second specific number, the game state transitions from the low probability high base game state to the low probability low base game state before the next jackpot judgment. However, after the game state is set to the low probability high base game state, if the result of the jackpot judgment of the special chart is a jackpot win before the number of jackpot judgments of the special chart in the low probability high base game state reaches the second specific number, the setting of the low probability high base game state ends midway (i.e., before the number of jackpot judgments of the special chart reaches the second predetermined number). Then, the game state transitions from the low probability high base game state to the jackpot game state, and the jackpot game is played.
[0141] In addition, when the result of the jackpot judgment of the first special chart in the non-time-saving state is a jackpot win and the jackpot pattern type is "jackpot pattern X", the special chart change performance associated with the special chart change of the first special chart will display the stop in a jackpot stop mode in which the performance patterns EZ1, EZ2, and EZ3 are the same odd-numbered triplet. On the other hand, when the result of the jackpot judgment of the first special chart in the non-time-saving state is a jackpot win and the jackpot pattern type is "jackpot pattern Y", the special chart change performance associated with the special chart change of the first special chart will display the stop in a jackpot stop mode in which the performance patterns EZ1, EZ2, and EZ3 are the same even-numbered triplet. On the other hand, when the result of the jackpot judgment of the second special chart during the time-saving state is a jackpot win (and the jackpot pattern type is "jackpot pattern Z"), the special chart change performance accompanying the special chart change of the second special chart displays the jackpot stop mode in which the performance patterns EZ1, EZ2, and EZ3 are all three of the same pattern.
[0142] In this embodiment, the display mode consisting of three of the same symbols when the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state is called the "jackpot stop mode," and the display mode consisting of three of the same symbols when the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state is called the "jackpot mode." Also, the display mode indicating a miss when the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state is called the "miss stop mode," and the display mode indicating a miss when the performance symbols EZ1, EZ2, and EZ3 are displayed in a stopped state is called the "miss mode."
[0143] Also, as shown in FIG. 19, the execution time of the jackpot OP in this embodiment ("OP time") is 10 seconds in the jackpot game X and the jackpot game Y, whereas it is 3 seconds in the jackpot game Z. In other words, the OP time of the jackpot game executed when the result of the jackpot determination of the second special symbol in the time-saving state is a jackpot win is shorter than the OP time of the jackpot game executed when the result of the jackpot determination of the special symbol is a jackpot win in the non-time-saving state. Therefore, in this pachinko game machine PY1, it is possible to relatively shorten the total execution time of the jackpot game Z during the time-saving state compared to other jackpot games.
[0144] Furthermore, the execution time of the jackpot ED ("ED time") in this embodiment is 15 seconds in the jackpot game X and the jackpot game Y, while it is 5 seconds in the jackpot game Z. In other words, the ED time of the jackpot game executed when the result of the jackpot determination of the second special symbol in the time-saving state is a jackpot winning is shorter than the ED time of the jackpot game executed when the result of the jackpot determination of the special symbol is a jackpot winning in the non-time-saving state. Therefore, in this pachinko game machine PY1, it is possible to relatively shorten the total execution time of the jackpot game Z during the time-saving state compared to other jackpot games.
[0145] 3. Fluctuation pattern judgment table Next, the special chart 1 variation pattern that can be determined by the game control microcomputer 101 of this embodiment will be further explained based on Fig. 20 and Fig. 21. The game ROM 103 of this embodiment stores a special chart 1 variation pattern determination table shown in Fig. 20. This special chart 1 variation pattern determination table is used when the result of the special chart determination is a big win in a low probability low base game state (non-time shortening state). In addition, when the result of the special chart determination is a miss in a non-time shortening state, the special chart 1 variation pattern determination table shown in Fig. 20 is used. That is, the game control microcomputer 101 of the first embodiment is capable of determining the special chart 1 variation pattern using the special chart 1 variation pattern determination table shown in Fig. 20.
[0146] In the special chart 1 variation pattern determination process in the low probability low base game state, the game control microcomputer 101 determines the special chart 1 variation pattern based on the result of the jackpot determination, the result of the jackpot pattern type determination, and the special chart variation pattern random number. In the special chart 1 variation pattern determination table shown in FIG. 20, there are special chart variation patterns "THP031", "THP032", "THP033", "THP034", and "THP035" that can be selected when the game state is "non-time shortening state", the result of the jackpot determination of the first special chart is "jackpot winning", and the jackpot pattern type is "jackpot pattern X". In addition, there are special chart variation patterns "THP036", "THP037", and "THP038" that can be selected when the game state is "non-time shortening state", the result of the jackpot determination of the first special chart is "jackpot winning", and the jackpot pattern type is "jackpot pattern Y".
[0147] The special chart change pattern "THP031" is associated with a special chart change performance of a performance flow that transitions from a reach using odd numbers to an SPSP reach via N reach and SP reach (see Figure 20). Therefore, when the special chart change pattern "THP031" is selected, during one variable display of the first special chart, normal change, reach, N reach, SP reach and SPSP reach are performed in sequence, and a special chart change performance is executed that finally notifies that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern X. The special chart change pattern "THP031" is also called the "first SPSP jackpot change."
[0148] The special chart change pattern "THP032" is associated with a special chart change performance of a performance flow that transitions from a reach using an even number pattern to the first promotion performance described below, via N reach, SP reach, and SPSP reach (see Figure 20). Therefore, when the special chart change pattern "THP032" is selected, during one variable display of the first special chart, normal change, reach, N reach, SP reach, SPSP reach, and the first promotion performance are performed in sequence, and a special chart change performance that finally notifies the user that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern X is executed. The special chart change pattern "THP032" is also called the "second SPSP jackpot change."
[0149] The special chart change pattern "THP033" is associated with a special chart change performance of a performance flow (performance content) that transitions from a reach using odd numbers to an N reach and then to an SP reach (see Figure 20). Therefore, when the special chart change pattern "THP033" is selected, during one variable display of the first special chart, normal changes, reaches, N reaches, and SP reaches are performed in sequence, and a special chart change performance is executed that finally notifies that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern X. The special chart change pattern "THP033" is also called the "first SP jackpot change."
[0150] The special chart change pattern "THP034" is associated with a special chart change performance of a performance flow that transitions from a reach using an even number pattern, through N reach and SP reach, to the first promotion performance described below (see Figure 20). Therefore, when the special chart change pattern "THP034" is selected, during one variable display of the first special chart, normal change, reach, N reach, SP reach, and first promotion performance are performed in sequence, and a special chart change performance that finally notifies the user that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern X is executed. The special chart change pattern "THP034" is also called the "second SP jackpot change."
[0151] The special chart change pattern "THP035" is associated with a special chart change performance of a performance flow that transitions from a reach using odd numbers to an N reach (see Figure 20). Therefore, when the special chart change pattern "THP035" is selected, during one variable display of the first special chart, normal changes, reaches, and N reaches are performed in sequence, and a special chart change performance is executed that finally notifies that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern X. The special chart change pattern "THP035" is also called the "1st N jackpot change."
[0152] The special chart change pattern "THP036" is associated with a special chart change performance of a performance flow (performance content) that transitions from a reach using an even number pattern to an SPSP reach via an N reach and an SP reach (see Figure 20). Therefore, when the special chart change pattern "THP036" is selected, during one variable display of the first special chart, normal variation, reach, N reach, SP reach, and SPSP reach are performed in sequence, and a special chart change performance is executed that finally notifies that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern Y. The special chart change pattern "THP036" is also called the "third SPSP jackpot change."
[0153] The special chart change pattern "THP037" is associated with a special chart change performance of a performance flow (performance content) that transitions from a reach using an even number pattern to an SP reach via an N reach (see Figure 20). Therefore, when the special chart change pattern "THP037" is selected, during one variable display of the first special chart, a normal change, a reach, an N reach, and an SP reach are performed in sequence, and a special chart change performance is executed that finally notifies that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern Y. The special chart change pattern "THP037" is also called the "third SP jackpot change."
[0154] The special chart change pattern "THP038" is associated with a special chart change performance of a performance flow that transitions from a reach using an even number pattern to an N reach (see Figure 20). Therefore, when the special chart change pattern "THP038" is selected, during one variable display of the first special chart, normal changes, reaches, and N reaches are performed in sequence, and a special chart change performance is executed that finally notifies that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern Y. The special chart change pattern "THP038" is also called the "2nd N jackpot change."
[0155] FIG. 21 shows the allocation rate (execution probability) of the special chart variation pattern in the special chart 1 variation pattern determination table shown in FIG. 20. In this embodiment, when the result of the jackpot determination of the first special chart is "jackpot winning" and the jackpot pattern type is "jackpot pattern X" in the non-time-saving state, the special chart variation pattern is selected by the game control microcomputer 101 at the allocation rate shown in FIG. 21(A). Also, when the result of the jackpot determination of the first special chart is "jackpot winning" and the jackpot pattern type is "jackpot pattern Y" in the non-time-saving state, the special chart variation pattern is selected at the allocation rate shown in FIG. 21(B). Furthermore, when the result of the jackpot determination of the first special chart is "reach with miss" in the non-time-saving state, the special chart variation pattern is selected at the allocation rate shown in FIG. 21(C).
[0156] As described above, in the non-time-saving state, the special pattern variation patterns "THP031" and "THP032" that can be selected when the result of the jackpot determination of the first special pattern is the jackpot pattern X are associated with the special pattern variation performance that transitions to SPSP reach (see FIG. 20). According to FIG. 21(A), the total value of the allocation rate value of this special pattern variation pattern is "60%".
[0157] In addition, in the non-time-saving state, the special chart change patterns "THP033" and "THP034" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern X are associated with special chart change performances that transition to SP reach but not to SPSP reach (see Figure 20). According to Figure 21(A), the total value of the allocation rate of this special chart change pattern is "36%".
[0158] Furthermore, in the non-time-saving state, the special chart change pattern "THP035" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern X is associated with a special chart change performance that does not transition to SP reach (see Figure 20). According to Figure 21 (A), the distribution rate value of this special chart change pattern is "4%".
[0159] In addition, in the non-time-saving state, the special chart change pattern "THP036" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern Y is associated with a special chart change performance that transitions to SPSP reach (see Figure 20). According to Figure 21 (B), the distribution rate value of this special chart change pattern is "60%".
[0160] In addition, in the non-time-saving state, the special chart change pattern "THP037" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern Y is associated with a special chart change performance that transitions to SP reach but not to SPSP reach (see Figure 20). According to Figure 21 (B), the distribution rate value of this special chart change pattern is "36%".
[0161] Furthermore, in the non-time-saving state, the special chart change pattern "THP038" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern Y is associated with a special chart change performance that does not transition to SP reach (see Figure 20). According to Figure 21 (B), the distribution rate value of this special chart change pattern is "4%".
[0162] As described above, in this embodiment, when in the non-time-saving state, if the result of the jackpot determination of the first special chart is a jackpot, regardless of the type of jackpot pattern, a special chart change presentation that transitions to an SP reach but does not transition to an SPSP reach is more likely to be executed than a special chart change presentation that transitions to an SP reach but does not transition to an SPSP reach, and further, a special chart change presentation that transitions to an SPSP reach is more likely to be executed than a special chart change presentation that transitions to an SP reach but does not transition to an SPSP reach.
[0163] On the other hand, in the non-time-saving state, when the result of the jackpot judgment of the first special chart is "reach with miss", the special chart change pattern "THP011" that can be selected is associated with a special chart change performance that transitions to SPSP reach (see Figure 20). According to Figure 21 (C), the distribution rate value of this special chart change pattern is "5%".
[0164] In addition, in the non-time-saving state, the special chart change pattern "THP012" that can be selected when the result of the jackpot judgment of the first special chart is "reach with miss" is associated with a special chart change performance that transitions to SP reach but not to SPSP reach (see Figure 20). According to Figure 21 (C), the distribution rate value of this special chart change pattern is "20%".
[0165] Furthermore, in the non-time-saving state, the special chart change pattern "THP013" that can be selected when the result of the jackpot judgment of the first special chart is "reach with miss" is associated with a special chart change performance that does not transition to SP reach (see Figure 20). According to Figure 21 (C), the distribution rate value of this special chart change pattern is "75%".
[0166] From the above, in the case of non-time-saving state, the expectation of a jackpot is relatively higher for special chart change performances that transition to SP reach but not to SPSP reach than for special chart change performances that do not transition to SP reach. Furthermore, the expectation of a jackpot is relatively higher for special chart change performances that transition to SPSP reach than for special chart change performances that transition to SP reach but not to SPSP reach.
[0167] In addition, in the non-time-saving state, the special chart change patterns "THP032" and "THP034" that can be selected when the result of the jackpot determination of the first special chart is the jackpot pattern X are associated with a special chart change effect in which, after a reach with an even number pattern, the performance patterns EZ1, EZ2, and EZ3 are displayed as a temporary stop in a jackpot state with three even number patterns, and then the first promotion effect (described later) is executed (see Figure 20).
[0168] Therefore, in this embodiment, when the result of the jackpot judgment of the first special chart in the non-time-saving state is a jackpot win, even if the performance patterns EZ1, EZ2, and EZ3 are provisionally displayed as three even-numbered patterns, the player can expect that the execution of the first promotion performance may change the performance patterns EZ1, EZ2, and EZ3 to three odd-numbered patterns, that is, to a stopping pattern indicating that it is a jackpot pattern X.
[0169] 4. Direction Next, various effects in this embodiment will be described with reference to Fig. 22 to Fig. 30. The effect control microcomputer 121 in this embodiment can execute a promotion suggestion effect, a first promotion effect, and a promotion notice effect during execution of a special chart variation effect in a normal game state.
[0170] 4-1. Special chart change effect during normal gameplay First, in this embodiment, the special chart variable performance (variable performance) in the normal game state (low probability low base game state) will be described. In the special chart variable performance in the normal game state, the performance patterns EZ1, EZ2, and EZ3 can be displayed variably in a state where they overlap with the normal background image G102 displayed on the entire display unit 50a. The performance patterns EZ1, EZ2, and EZ3 are composed of number patterns of "1" to "8", and in the variable display of the performance patterns EZ1, EZ2, and EZ3, the performance patterns EZ1, EZ2, and EZ3 are displayed variably with the start of the variable display of the special chart, and the performance patterns EZ1, EZ2, and EZ3 are displayed stopped with the stop display of the special chart via the temporary stop display.
[0171] 4-1-1.Normal fluctuation In this embodiment, normal variation is performed at the beginning of the special chart variation performance in the normal game state. The normal variation is a performance in which all three performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as a performance that suggests that the variable display of the special chart has started.
[0172] In this embodiment, during the execution of normal fluctuation in the normal game state, the icon TA may be displayed in the icon display area 50e on the display unit 50a. Also, when the special figure 1 reservation or the special figure 2 reservation is stored, during the execution of normal fluctuation in the normal game state, the reservation icon HA may be displayed in the reservation icon display area 50d on the display unit 50a.
[0173] 4-1-2.N Reach In this embodiment, N reach may be performed after the reach of the special chart variation performance in the normal game state. N reach in the normal game state functions as a performance that suggests that there is a possibility that a jackpot game (jackpot game X, jackpot game Y) will be played afterwards.
[0174] In this embodiment, the icon TA may be displayed in the icon display area 50e on the display unit 50a during the execution of N reach in the normal game state, as well as during the execution of normal fluctuation in the normal game state. In addition, when special chart 1 reserve or special chart 2 reserve is stored, the reserve icon HA may be displayed in the reserve icon display area 50d on the display unit 50a during the execution of N reach in the normal game state.
[0175] In addition, the icon TA displayed at this time may or may not be used to perform a promotion notice performance, which will be described later.
[0176] 4-1-3.SP Reach In this embodiment, after the execution of the N-reach of the special chart variation performance in the normal game state, the SP-reach may be performed. The SP-reach is a reach performance in which the main character shown in the main character image G200 and the enemy character shown in the enemy character image G201 are battling, and functions as a performance suggesting that there is a high possibility that a jackpot game (jackpot game X, jackpot game Y) will be played after that.
[0177] In this embodiment, unlike during the execution of normal fluctuations or N-reach in the normal game state, the icon TA is not displayed on the display unit 50a during the execution of SP-reach in the normal game state. Also, even if special chart 1 reserve or special chart 2 reserve is stored, the reserve icon HA is not displayed on the display unit 50a during the execution of SP-reach in the normal game state.
[0178] In this embodiment, at the end of the SP reach in the normal game state, the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped on the display unit 50a in a manner that indicates the result of the jackpot determination of the first special symbol. Specifically, if the SP reach notifies that the result of the jackpot determination of the first special symbol is a "jackpot win", the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped with three identical symbols on the display unit 50a. On the other hand, if the SP reach notifies that the result of the jackpot determination of the first special symbol is a "miss", the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped with the above-mentioned "reach miss".
[0179] 4-1-4.SPSP Reach In this embodiment, after the execution of the SP reach of the special chart variation performance in the normal game state, the SPSP reach may be performed. The SPSP reach is a reach performance in which the main character shown in the main character image G200 and the strong enemy character shown in the strong enemy character image G202 are battling, and functions as a performance suggesting that the possibility of a big win game is high.
[0180] In this embodiment, the icon TA is not displayed on the display unit 50a during the execution of the SPSP reach in the normal game state, as well as during the execution of the SP reach in the normal game state. Also, even if the special figure 1 reserve or special figure 2 reserve is stored, the reserve icon HA is not displayed on the display unit 50a during the execution of the SPSP reach in the normal game state.
[0181] In this embodiment, a button operation prompting effect is performed at the end of an SPSP reach in the normal game state. This button operation prompting effect is an effect that prompts the player to operate the normal button 40 when a button operation valid period occurs during which pressing of the normal button 40 is valid. In this embodiment, the execution of the button operation prompting effect ends in response to pressing of the normal button 40 during the button operation valid period, or in response to the button operation valid period elapsed without the normal button 40 being operated during the button operation valid period, and then an operation result effect is performed.
[0182] Among the operation result effects of the SPSP reach, in the operation result effect that notifies that the result of the jackpot determination of the first special chart is a "miss," the performance symbols EZ1, EZ2, and EZ3 temporarily stop at a "missed reach" without the movable body 55k on the board moving (see FIG. 28(C-1)). On the other hand, in the operation result effect that notifies that the result of the jackpot determination of the first special chart is a "jackpot win," after the movable body effect in which the movable body 55k on the board moves is executed, the performance symbols EZ1, EZ2, and EZ3 temporarily stop with three identical symbols lined up on the display unit 50a (see FIG. 28(C-2)).
[0183] 4-1-5. Special chart change performance after SP reach or SPSP reach In this embodiment, when the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped in a manner that indicates the result of the jackpot judgment of the first special chart in the SP reach of the special chart change performance in the normal game state, the normal background image G102 is displayed on the entire display unit 50a in the special chart change performance after the execution of the SP reach, and the icon TA is displayed again on the display unit 50a (if the special chart 1 reservation is stored at this time, the reservation icon HA is also displayed in addition to the icon TA). In this embodiment, the icon TA at this time may or may not be used to perform a promotion suggestion performance described later. Also, after the icon TA is displayed, the first promotion performance described later may or may not be performed.
[0184] Also, in the special chart change performance after the execution of the SPSP reach in the normal game state, the normal background image G102 is displayed on the entire display unit 50a, and the icon TA is displayed again on the display unit 50a (if the special chart 1 reservation is stored at this time, the reservation icon HA is also displayed in addition to the icon TA). In this embodiment, the icon TA at this time may or may not be used to perform the promotion suggestion performance described later. Also, after the icon TA is displayed, the first promotion performance described later may or may not be performed.
[0185] 4-2. Promotion hint performance Next, the promotion suggestion effect in this embodiment will be described with reference to Figures 22 and 23. The promotion suggestion effect in this embodiment is an effect that suggests that the first promotion effect may be executed immediately after its execution.
[0186] The promotion suggestion performance of this embodiment is a performance in which the performance symbols EZ1, EZ2, and EZ3 temporarily stop with three identical even-numbered symbols during the execution of the SPSP reach of the special chart variation performance, and the icon TA displayed on the display unit 50a is displayed in a special mode after the execution of the SPSP reach. Also, it is a performance in which the performance symbols EZ1, EZ2, and EZ3 temporarily stop with three identical even-numbered symbols during the execution of the SP reach, and the icon TA displayed on the display unit 50a is displayed in a special mode after the execution of the SP reach.
[0187] In this embodiment, after the execution of the SP reach of the special chart variation effect in the normal game state, or after the execution of the SPSP reach, the promotion suggestion effect may or may not be performed. Specifically, if the promotion suggestion effect is not performed after the execution of the SPSP reach (or SP reach) in which the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped with three identical even-numbered symbols ("4" in FIG. 22) during execution, the icon TA is displayed in a normal mode (display mode showing a single circle shape) as shown in FIG. 22(A). On the other hand, if the promotion suggestion effect is performed after the execution of the SPSP reach (or SP reach) in which the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped with three identical even-numbered symbols "4" during execution, the icon TA is displayed in a special mode (display mode showing a double circle shape) different from the normal mode as shown in FIG. 22(B).
[0188] In addition, in this embodiment, whether or not to execute the promotion suggestion effect is determined by lottery while referring to the special chart change pattern. That is, the effect control microcomputer 121 in this embodiment refers to the special chart change pattern to be executed and determines whether or not to execute the promotion suggestion effect by lottery. Figure 23 shows the promotion suggestion effect execution selection table used in this embodiment. When the special chart change pattern "THP032" or "THP034" in which the special chart change effect including the execution of the first promotion effect is associated with the special chart change effect is selected as the special chart change pattern to be executed, the allocation rate of the execution of the promotion suggestion effect is 90%, which is higher than the allocation rate of non-execution (10%). On the other hand, when the special chart change pattern "THP036" or "THP037" is selected, which is associated with a special chart change performance in which the first promotion performance is not executed after the execution of an SPSP reach in which three of the same even-numbered symbols are lined up and the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped, or an SP reach, the allocation rate for the execution of the promotion suggestion performance is 10%, which is lower than the allocation rate for non-execution (90%).
[0189] Therefore, in this embodiment, the first promotion effect is more likely to be executed immediately after the execution of the promotion suggestion effect than after the execution of the SPSP reach (or SP reach) in which the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped with three identical even-numbered symbols. Therefore, when the promotion suggestion effect is executed, it is possible to make the player expect the execution of the first promotion effect immediately thereafter.
[0190] In addition, when the special chart fluctuation pattern shown in the special chart 1 fluctuation pattern determination table shown in Fig. 20 is selected other than the above-mentioned "THP032", "THP034", "THP036" and "THP037", the allocation rate of the execution of the promotion suggestion performance is 0% (see Fig. 23). Therefore, in this embodiment, the promotion suggestion performance is not executed during the execution of the special chart fluctuation performance associated with that special chart fluctuation pattern.
[0191] 4-3. First promotion performance Next, the first promotion performance in this embodiment will be described based on FIG. 24. This first promotion performance is a performance in which the performance symbols EZ1, EZ2, and EZ3, which are temporarily displayed as three identical even-numbered symbols, change to three identical odd-numbered symbols. This first promotion performance can be executed when the performance symbols EZ1, EZ2, and EZ3 are temporarily displayed as three identical even-numbered symbols, and is not executed when the performance symbols EZ1, EZ2, and EZ3 are temporarily displayed as three identical odd-numbered symbols. The first promotion performance in this embodiment is executed at the end of the special chart variation performance related to the special chart variation patterns "THP032" and "THP034" shown in FIG. 20 (specifically, after the execution of SPSP reach or SP reach).
[0192] In the first promotion performance, when the performance patterns EZ1, EZ2, and EZ3 are displayed temporarily stopped as three even-numbered patterns, a display performance (first display performance) is first performed using a character image G220 consisting of a head and a dialogue image G221 showing the string "Congratulations!" in a speech bubble, as shown in Figure 24 (A).
[0193] As described above, the jackpot pattern X is more advantageous to the player than the jackpot pattern Y. Therefore, when the result of the jackpot determination of the first special pattern is a jackpot win, the player tends to think that the jackpot pattern X is more preferable than the jackpot pattern Y as the jackpot type. Therefore, by executing the above-mentioned first display effect of the first promotion effect (especially the display of the character string "Congratulations!" in the dialogue image G221), it is possible to give surprise and joy to the player who thought that the jackpot type was the jackpot pattern Y.
[0194] Next, a display effect (second display effect) using an image G222 showing a "blackout" as shown in Fig. 24(B) is performed. As a result, the effect patterns EZ1, EZ2, and EZ3 during the temporary stop display disappear from the display unit 50a, making it possible to take the player who has been paying attention to the change in the effect patterns EZ1, EZ2, and EZ3 by surprise. In addition, since the effect patterns EZ1, EZ2, and EZ3 disappear from the display unit 50a by executing this second display effect, the effect patterns EZ1, EZ2, and EZ3 after the change can be displayed on the display unit 50a without giving the player a sense of incongruity.
[0195] After the second display effect is executed, the effect symbols EZ1, EZ2, and EZ3 are displayed as a provisional stop with three identical odd-numbered symbols as shown in Fig. 24(C). This allows the player to be sure that the jackpot type is not jackpot symbol Y but jackpot symbol X, and that jackpot game X will be executed after this. In this embodiment, the execution of the first promotion effect ends when the effect symbols EZ1, EZ2, and EZ3 are displayed as a provisional stop with three identical odd-numbered symbols.
[0196] After the first promotion performance is performed, as shown in Fig. 24(D), the performance symbols EZ1, EZ2, and EZ3 are switched from the big win mode (temporary stop display) to the big win stop mode (stop display). After the stop display of the performance symbols EZ1, EZ2, and EZ3, the execution of the special chart change performance ends.
[0197] 4-4. Promotion announcement performance Next, the promotion notice effect in this embodiment will be described with reference to Figures 25 and 26. The promotion notice effect in this embodiment is an effect that notifies the player in advance that the first promotion effect will be executed after the execution of the promotion notice effect.
[0198] The promotion notice effect in this embodiment is different from the promotion suggestion effect described above, and is an effect in which, during the special chart change effect in the normal game state, when the execution of an N reach begins after a reach using an even number pattern, the icon TA displayed on the display unit 50a switches from the above-mentioned "normal mode" to the same display mode as the "special mode" of the promotion suggestion effect (a display mode showing a double circle shape, hereinafter referred to as the "special mode").
[0199] In this embodiment, during the execution of the N-reach of the special chart variation performance in the normal game state, the promotion notice performance may or may not be performed. Specifically, when the promotion notice performance is not performed during the execution (at the start of execution) of the N-reach in which the performance patterns EZ1 and EZ3 are temporarily stopped with two identical even-numbered symbols ("4" in FIG. 25) lined up during execution, the icon TA remains displayed in the normal mode described above. On the other hand, when the promotion notice performance is performed during the execution (at the start of execution) of the N-reach in which the performance patterns EZ1 and EZ3 are temporarily stopped with two identical even-numbered symbols lined up during execution, the display mode of the icon TA switches from the normal mode to the special mode as shown in FIG. 25.
[0200] In addition, in this embodiment, the execution of the promotion notice performance is determined by lottery while referring to the special chart change pattern. That is, the performance control microcomputer 121 of this embodiment determines whether to execute the promotion notice performance by lottery while referring to the special chart change pattern to be executed. FIG. 26 shows the promotion notice performance execution selection table used in this embodiment. When the special chart change pattern "THP032" or "THP034" in which the special chart change performance including the execution of the first promotion performance is associated with the special chart change performance is selected as the special chart change pattern to be executed, the allocation rate at which the promotion notice performance is executed is "25%", whereas when the special chart change pattern associated with the special chart change performance not including the first promotion performance other than the special chart change patterns "THP032" and "THP034" is selected, the allocation rate at which the promotion notice performance is executed is "0%". Therefore, in this embodiment, the promotion notice performance is performed only when the execution of the first promotion performance is included in the special chart change performance, so that the execution of the promotion notice performance causes the first promotion performance to be executed in the currently executing special chart change performance, thereby making it possible to give the player advance confidence that a jackpot game X, which is more advantageous to the player, will be executed afterwards.
[0201] 4-5. Flow of the performance Using Figures 27 to 30, we will explain the flow of the presentation when the promotion suggestion presentation is not executed in the special chart change presentation, and the flow of the presentation when the promotion suggestion presentation is executed in the special chart change presentation.
[0202] 4-5-1. Flow of the presentation when promotion suggestion presentation is not performed Regarding the flow of the performance when the promotion suggestion performance is not executed, the special chart change performance associated with the special chart change pattern "THP032", that is, the special chart change performance of the performance flow (performance content) in which the first promotion performance is executed through the reach using the even number pattern, N reach, SP reach, and SPSP reach, and the special chart change performance associated with "THP036", that is, the special chart change performance of the performance flow in which the first promotion performance is not executed through the reach using the even number pattern, N reach, SP reach, and SPSP reach, will be explained by way of example. Note that here, the promotion notice performance is not executed in the special chart change performance associated with the special chart change pattern "THP032".
[0203] When the special chart change pattern "THP032" is selected, the microcomputer 121 for controlling the performance of this embodiment determines whether to execute the promotion suggestion performance in the special chart change performance using the above-mentioned promotion suggestion performance execution selection table at the start of execution of the special chart change performance associated with the special chart change pattern, and whether to execute the promotion notice performance in the special chart change performance using the above-mentioned promotion notice performance execution selection table. Note that here, an example is shown in which the microcomputer 121 for controlling the performance decides not to execute the promotion suggestion performance in the special chart change performance and not to execute the promotion notice performance.
[0204] On the other hand, when the special chart change pattern "THP036" is selected, at the start of the execution of the special chart change performance associated with that special chart change pattern, the above-mentioned promotion suggestion performance execution selection table is used to determine whether or not to execute the promotion suggestion performance in the special chart change performance. Note that here, an example is shown in which the performance control microcomputer 121 decides not to execute the promotion suggestion performance in the special chart change performance.
[0205] Whether the special chart change pattern "THP032" or "THP036" is selected, normal change is first executed with the start of execution of the special chart change performance (see FIG. 20). Then, a reach using an even number pattern is reached, and an N reach is executed. As described above, since it is determined that the promotion notice performance is not executed when the special chart change performance starts to be executed, the display mode of the icon TA displayed on the display unit 50a during the N reach is the "normal mode" as shown in FIG. 27.
[0206] Whether the special chart variation pattern "THP032" or "THP036" is selected, the SP reach and the SPSP reach are performed after the N reach. As described above, when the SP reach and the SPSP reach are performed, the icon TA is not displayed on the display unit 50a. Therefore, when the execution of the SP reach is started, the display of the icon TA disappears from the display unit 50a.
[0207] Whether the special chart variation pattern "THP032" or "THP036" is selected, the performance symbols EZ1, EZ2, and EZ3 do not temporarily stop in a manner that indicates the result of the jackpot determination of the first special chart in the SP reach, and the SPSP reach is executed (see FIG. 28(A)). Then, during the execution of the SPSP reach, the above-mentioned button operation promotion performance is executed (see FIG. 28(B)). This button operation promotion performance ends when the player presses the normal button 40 during the button operation valid period, or when the button operation valid period has elapsed without the player operating the normal button 40 during the button operation valid period.
[0208] Whether the special pattern change pattern "THP032" or "THP036" is selected, in the operation result performance after the end of the button operation promotion performance, after the operation of the movable body 55k on the board, the performance patterns EZ1, EZ2, and EZ3 temporarily stop with three identical even-numbered patterns (see Figure 28 (C-2)). This makes it possible to inform the player that the result of the jackpot judgment of the first special pattern is "jackpot winning".
[0209] The execution of the SPSP reach ends with the end of the above-mentioned operation result presentation. If the promotion suggestion presentation is not performed in the special chart variation presentation, the process proceeds to FIG. 29 (D-1), where the normal background image G102 is displayed on the entire display unit 50a, and the icon TA is displayed on the display unit 50a in the "normal mode" rather than the "special mode". As described above, if the promotion suggestion presentation is not performed after the execution of the SPSP reach in which the presentation patterns EZ1, EZ2, and EZ3 temporarily stop with three identical even-numbered patterns during execution, it is more difficult to execute the first promotion presentation after this than if the promotion suggestion presentation is performed.
[0210] When the special pattern "THP036" is selected, the first promotion effect is not performed, and the performance patterns EZ1, EZ2, and EZ3 stop when the same even numbered symbols are lined up, as shown in Figure 29 (E-1). On the other hand, when the special pattern "THP032" is selected, the first promotion effect shown in Figures 24 (A) to 24 (C) is performed, and the performance patterns EZ1, EZ2, and EZ3 stop when the same odd numbered symbols are lined up, as shown in Figure 24 (D).
[0211] 4-5-2. Flow of the promotion suggestion Next, the flow of the performance when the promotion suggestion performance is executed will be explained by continuing to exemplify the special chart change performance associated with the special chart change pattern "THP032" and the special chart change performance associated with "THP036". Note that here too, the promotion notice performance is not performed in the special chart change performance associated with the special chart change pattern "THP032".
[0212] When the special chart change pattern "THP032" is selected, the microcomputer 121 for controlling the performance of this embodiment determines whether to execute the promotion suggestion performance in the special chart change performance using the promotion suggestion performance execution selection table at the start of execution of the special chart change performance associated with the special chart change pattern, and whether to execute the promotion notice performance in the special chart change performance using the promotion notice performance execution selection table. Note that here, an example is shown in which the microcomputer 121 for controlling the performance decides to execute the promotion suggestion performance in the special chart change performance and decides not to execute the promotion notice performance.
[0213] On the other hand, when the special chart change pattern "THP036" is selected, at the start of the execution of the special chart change performance associated with that special chart change pattern, the promotion suggestion performance execution selection table is used to determine whether or not to execute the promotion suggestion performance in the special chart change performance. Note that here, an example is shown in which the performance control microcomputer 121 decides to execute the promotion suggestion performance in the special chart change performance.
[0214] Whether the special symbol variation pattern "THP032" or "THP036" is selected, normal variation is performed first with the start of execution of the special symbol variation performance, in the same manner as the flow of the performance when the promotion suggestion performance is not performed (see FIG. 20), and after a reach using an even number pattern, an N reach is performed with the display of the icon TA in the "normal mode" shown in FIG. 27. Then, after the N reach, an SP reach and an SPSP reach are performed with the display of the icon TA disappearing from the display unit 50a.
[0215] In the case where the SPSP reach operation result performance is such that the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped (see FIG. 28(C-2)) with three identical even-numbered symbols, and a promotion suggestion performance is performed in the special pattern change performance after the SPSP reach ends, the process proceeds to FIG. 30(D-2), and the normal background image G102 is displayed on the entire display unit 50a, and the icon TA is displayed on the display unit 50a in a "special mode" rather than a "normal mode". As described above, the first promotion suggestion performance is more likely to be performed immediately after the promotion suggestion performance is performed than after the execution of the SPSP reach in which the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped with three identical even-numbered symbols. Therefore, when the promotion suggestion performance is performed, it is possible to make the player expect the first promotion performance to be performed immediately after that.
[0216] When the special chart change pattern "THP036" is selected, the first promotion effect is not performed and the performance patterns EZ1, EZ2, and EZ3 will stop when three identical even-numbered symbols are lined up (see Figure 29 (E-1)), whereas when the special chart change pattern "THP032" is selected, the above-mentioned first promotion effect (see Figures 24 (A) to 24 (C)) is performed and the performance patterns EZ1, EZ2, and EZ3 will stop when three identical odd-numbered symbols are lined up, as shown in Figure 24 (D).
[0217] 4-5-3. Flow of the promotion announcement Next, the flow of the presentation when a promotion notice presentation is executed will be explained by taking as an example the special chart change presentation associated with the special chart change patterns "THP032" and "THP034", that is, the special chart change presentation of the presentation flow (presentation content) in which the first promotion presentation is executed through a reach using an even number pattern, through an N reach, an SP reach (and an SPSP reach).
[0218] Whether the special chart change pattern "THP032" or "THP034" is selected, the microcomputer 121 for controlling the performance of this embodiment determines whether to execute the promotion suggestion performance in the special chart change performance associated with the special chart change pattern using the above-mentioned promotion suggestion performance execution selection table, as well as whether to execute the promotion notice performance in the special chart change performance using the above-mentioned promotion notice performance execution selection table. Note that here, an example is shown in which the microcomputer 121 for controlling the performance decides to execute at least the promotion notice performance in the special chart change performance.
[0219] Whether the special chart change pattern "THP032" or "THP034" is selected, normal change is first executed with the start of execution of the special chart change performance (see FIG. 20). Then, a reach using an even number pattern occurs, and an N reach is executed. When the execution of the N reach starts, a promotion notice performance is executed as shown in FIG. 25. Specifically, the display mode of the icon TA displayed on the display unit 50a during the N reach is not a "normal mode" but a "special mode" as shown in FIG. 25.
[0220] As described above, the promotion preview effect is an effect that notifies the player in advance of the execution of the first promotion effect, so that the execution of the promotion preview effect in the N reach allows the player to be confident at that point that the first promotion effect will be performed at the end of the currently executing special chart change effect, and that after that, jackpot game X will be executed instead of jackpot game Y.
[0221] In this embodiment, even if the special chart variation pattern "THP032" or "THP034" is selected, the promotion suggestion effect may or may not be performed before the first promotion effect is executed. In other words, even after the promotion notice effect is followed by the SP reach or SPSP reach, the icon TA is displayed on the display unit 50a in the "normal mode" rather than the "special mode". As described above, in this embodiment, even if the promotion suggestion effect is not performed, the first promotion effect can be executed thereafter, so there is no problem with the performance.
[0222] <Advantages of the First Embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.
[0223] (1) According to the pachinko game machine PY1 of this embodiment, the icon TA may be displayed in a special manner after the branch in the button operation prompting performance, which may suggest that the icon TA is highly likely to be set to a jackpot game state that may lead to a high probability high base game state. Therefore, when the icon TA is displayed in a special manner after the branch in the button operation prompting performance, it is possible to make the player expect that the icon TA will be set to a jackpot game state that may lead to a high probability high base game state, that is, that the first promotion performance will be executed immediately after the display.
[0224] (2) In addition, the first large winning port 14 can be opened in a jackpot game state that subsequently becomes a low-probability high-base game state, and in a jackpot game state that may subsequently become a high-probability high-base game state. However, when the icon TA is displayed in a special manner after the branching, it is possible to reliably make the player expect that the game state will be set to a relatively advantageous game state (a jackpot game state that subsequently can become a high-probability high-base game state) (i.e., the execution of the first promotion effect).
[0225] (3) Furthermore, if the icon TA is displayed in a special manner before the branching of the button operation prompting effect, it is possible to let the player know in advance that at that point in time, the game will be set to a jackpot game state which may subsequently lead to a high probability, high base game state (i.e., the execution of the first promotion effect).
[0226] <Second embodiment> The second embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment and the first embodiment described above is also applied to the second embodiment.
[0227] In the pachinko game machine PY1 according to the first embodiment, during the execution of the special chart variation performance accompanying the variable display of the special chart, the performance patterns EZ1, EZ2, and EZ3 temporarily stop in a jackpot stop mode that is not the winning jackpot pattern type, and then switch to the performance patterns EZ1, EZ2, and EZ3 in a jackpot stop mode that corresponds to the winning jackpot pattern type. On the other hand, the pachinko game machine PY1 according to the second embodiment is different from the first embodiment in that it is difficult for the player to grasp the type of jackpot game to be executed from the jackpot stop mode of the performance patterns EZ1, EZ2, and EZ3 in the special chart variation performance, and a performance that notifies the player that the jackpot game is related to the jackpot pattern type that was won during the execution of the jackpot game is executed.
[0228] In the second embodiment, when the result of the jackpot determination of the first special chart in the non-time-saving state is a jackpot win and the jackpot pattern type is "jackpot pattern Y," similarly to the first embodiment described above, in the special chart change presentation accompanying the special chart change of the first special chart, the presentation patterns EZ1, EZ2, and EZ3 are displayed in a jackpot stop mode consisting of three sets of the same even-numbered patterns.
[0229] On the other hand, when the result of the jackpot judgment of the first special chart in the non-time-saving state is a jackpot win and the jackpot pattern type is "jackpot pattern X," unlike the first embodiment, in the special chart change performance accompanying the special chart change of the first special chart, there are times when the performance patterns EZ1, EZ2, EZ3 are displayed as a jackpot stop pattern consisting of three identical odd-numbered patterns, and times when the performance patterns EZ1, EZ2, EZ3 are displayed as a jackpot stop pattern consisting of three identical even-numbered patterns.
[0230] Next, the special chart 1 variation pattern that can be determined by the game control microcomputer 101 of the second embodiment will be further explained based on Fig. 31 and Fig. 32. The game ROM 103 of the second embodiment stores the special chart 1 variation pattern determination table shown in Fig. 31. This special chart 1 variation pattern determination table is used when the result of the special chart determination is a big win in a low probability low base game state (non-time shortening state). In addition, when the result of the special chart determination is a miss in a non-time shortening state, the special chart 1 variation pattern determination table shown in Fig. 31 is used. That is, the game control microcomputer 101 of the second embodiment is capable of determining the special chart 1 variation pattern using the special chart 1 variation pattern determination table shown in Fig. 31.
[0231] In the special pattern 1 variation pattern determination process in the low probability low base game state, the game control microcomputer 101 determines the special pattern 1 variation pattern based on the result of the jackpot determination, the result of the jackpot pattern type determination, and the special pattern variation pattern random number. In the special pattern 1 variation pattern determination table shown in FIG. 31, in addition to the special pattern variation patterns "THP031", "THP032", "THP033", "THP034" and "THP035" that can be selected when the game state is "non-time shortening state", the result of the jackpot determination of the first special pattern is "jackpot winning", and the jackpot pattern type is "jackpot pattern X", there are "THP041" and "THP042".
[0232] The special chart change pattern "THP041" is associated with a special chart change performance of a performance flow that transitions from a reach using an even number pattern to an SPSP reach via an N reach and an SP reach (see FIG. 31). Therefore, when the special chart change pattern "THP041" is selected, during one variable display of the first special chart, normal change, reach, N reach, SP reach, and SPSP reach are performed in sequence, and a special chart change performance is performed that notifies the player that the result of the jackpot determination of the first special chart is a "jackpot win" of the jackpot pattern Y at first glance. Therefore, at the time when the execution of this special chart change performance is completed, it is difficult for the player to grasp that the jackpot pattern is the jackpot pattern X. In addition, during the execution of the jackpot game after this, the second promotion performance described below is executed. The special chart change pattern "THP041" is also called the "third SPSP jackpot change".
[0233] The special chart change pattern "THP042" is associated with a special chart change performance of a performance flow that transitions from a reach using an even number pattern to an SP reach via an N reach (see Figure 31). Therefore, when the special chart change pattern "THP042" is selected, during one variable display of the first special chart, normal change, reach, N reach, and SP reach are performed in sequence, and a special chart change performance is performed that notifies the player that the result of the jackpot judgment of the first special chart is a "jackpot win" of the jackpot pattern Y at first glance. Therefore, at the time when the execution of this special chart change performance is completed, it is difficult for the player to grasp that the jackpot pattern is the jackpot pattern X. In addition, during the execution of the jackpot game after this, the second promotion performance described below is executed. The special chart change pattern "THP042" is also called the "third SP jackpot change".
[0234] FIG. 32 shows the allocation rate (execution probability) of the special chart variation pattern in the special chart 1 variation pattern determination table shown in FIG. 31. In the second embodiment, when the result of the jackpot determination of the first special chart is "jackpot winning" and the jackpot pattern type is "jackpot pattern X" in the non-time-saving state, the special chart variation pattern is selected by the game control microcomputer 101 at the allocation rate shown in FIG. 32(A). Also, when the result of the jackpot determination of the first special chart is "jackpot winning" and the jackpot pattern type is "jackpot pattern Y" in the non-time-saving state, the special chart variation pattern is selected at the allocation rate shown in FIG. 32(B). Furthermore, when the result of the jackpot determination of the first special chart is "reach with miss" in the non-time-saving state, the special chart variation pattern is selected at the allocation rate shown in FIG. 32(C).
[0235] As described above, in the non-time-saving state, the special pattern variation patterns "THP031", "THP032" and "THP041" that can be selected when the result of the jackpot judgment of the first special pattern is the jackpot pattern X are associated with the special pattern variation performance that transitions to SPSP reach (see FIG. 31). According to FIG. 32(A), the total value of the allocation rate value of this special pattern variation pattern is "60%".
[0236] In addition, in the non-time-saving state, the special chart change patterns "THP033", "THP034" and "THP042" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern X are associated with special chart change performances that transition to SP reach but not to SPSP reach (see Figure 31). According to Figure 32(A), the total value of the allocation rate of this special chart change pattern is "36%".
[0237] Furthermore, in the non-time-saving state, the special chart change pattern "THP035" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern X is associated with a special chart change performance that does not transition to SP reach (see Figure 31). According to Figure 32(A), the distribution rate value of this special chart change pattern is "4%".
[0238] In addition, in the non-time-saving state, the special chart change pattern "THP036" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern Y is associated with a special chart change performance that transitions to SPSP reach (see Figure 31). According to Figure 32 (B), the distribution rate value of this special chart change pattern is "60%".
[0239] In addition, in the non-time-saving state, the special chart change pattern "THP037" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern Y is associated with a special chart change performance that transitions to SP reach but not to SPSP reach (see Figure 31). According to Figure 32 (B), the distribution rate value of this special chart change pattern is "36%".
[0240] Furthermore, in the non-time-saving state, the special chart change pattern "THP038" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern Y is associated with a special chart change performance that does not transition to SP reach (see Figure 31). According to Figure 32 (B), the distribution rate value of this special chart change pattern is "4%".
[0241] As described above, in the second embodiment, in the non-time-saving state, when the result of the jackpot determination of the first special chart is a jackpot, regardless of the type of jackpot pattern, a special chart change performance that transitions to an SP reach but does not transition to an SPSP reach is more likely to be executed than a special chart change performance that transitions to an SP reach but does not transition to an SPSP reach, and further, a special chart change performance that transitions to an SPSP reach is more likely to be executed than a special chart change performance that transitions to an SP reach but does not transition to an SPSP reach,
[0242] On the other hand, in the non-time-saving state, when the result of the jackpot judgment of the first special chart is "reach with miss", the special chart change pattern "THP011" that can be selected is associated with a special chart change performance that transitions to SPSP reach (see Figure 31). According to Figure 32 (C), the distribution rate value of this special chart change pattern is "5%".
[0243] In addition, in the non-time-saving state, the special chart change pattern "THP012" that can be selected when the result of the jackpot judgment of the first special chart is "reach with miss" is associated with a special chart change performance that transitions to SP reach but not to SPSP reach (see Figure 31). According to Figure 32 (C), the distribution rate value of this special chart change pattern is "20%".
[0244] Furthermore, in the non-time-saving state, the special chart change pattern "THP013" that can be selected when the result of the jackpot judgment of the first special chart is "reach with miss" is associated with a special chart change performance that does not transition to SP reach (see Figure 31). According to Figure 32 (C), the distribution rate value of this special chart change pattern is "75%".
[0245] From the above, in the case of non-time-saving state, the expectation of a jackpot is relatively higher for special chart change performances that transition to SP reach but not to SPSP reach than for special chart change performances that do not transition to SP reach. Furthermore, the expectation of a jackpot is relatively higher for special chart change performances that transition to SPSP reach than for special chart change performances that transition to SP reach but not to SPSP reach.
[0246] In addition, in the non-time-saving state, the special chart change patterns "THP032" and "THP034" that can be selected when the result of the jackpot determination of the first special chart is the jackpot pattern X are associated with a special chart change effect in which, after a reach with an even number pattern, the performance patterns EZ1, EZ2, and EZ3 are displayed as a provisional stop in a jackpot state with three even number patterns, and then the above-mentioned first promotion effect is executed (see Figure 31).
[0247] Therefore, in the second embodiment, when the result of the jackpot judgment of the first special chart in the non-time-saving state is a jackpot win, even if the performance patterns EZ1, EZ2, and EZ3 are provisionally displayed as three even-numbered patterns, the player can expect that the execution of the first promotion performance may change the performance patterns EZ1, EZ2, and EZ3 to three odd-numbered patterns, that is, to a stopping pattern indicating that it is a jackpot pattern X.
[0248] Furthermore, in the non-time-saving state, the special chart change patterns "THP041" and "THP042" that can be selected when the result of the jackpot determination of the first special chart is the jackpot pattern X are associated with a special chart change effect in which the second promotion effect (described below) is executed during jackpot play after the performance patterns EZ1, EZ2, and EZ3 are displayed in a jackpot pattern of three even-numbered symbols stopped after a reach with an even-numbered symbol (see Figure 31).
[0249] Therefore, in the second embodiment, when the result of the jackpot determination of the first special chart in the non-time-saving state is a jackpot win, even if the performance patterns EZ1, EZ2, and EZ3 are displayed as three even-numbered patterns, the execution of the second promotion performance during the subsequent jackpot play may give the player hope that the jackpot play is accompanied by the jackpot pattern X.
[0250] Next, the promotion suggestion performance in the second embodiment will be described with reference to Fig. 33. The promotion suggestion performance in the second embodiment is a performance that suggests that the first promotion performance may be executed immediately after its execution, as in the first embodiment.
[0251] In the second embodiment, as in the first embodiment, whether or not to execute the promotion suggestion performance is determined by lottery while referring to the special chart variation pattern. However, using the promotion suggestion performance execution selection table shown in Figure 33, the performance control microcomputer 121 of the second embodiment determines by lottery whether or not to execute the promotion suggestion performance.
[0252] When the special chart change pattern "THP032" or "THP034" in which the special chart change performance is associated with a special chart change performance including the execution of the first promotion performance is selected as the special chart change pattern to be executed, the allocation rate of the execution of the promotion suggestion performance is 90%, which is higher than the allocation rate of non-execution (10%). On the other hand, when the special chart change pattern "THP036" or "THP037" in which the special chart change performance is associated with a special chart change performance in which the first promotion performance is not executed after the execution of the SPSP reach or SP reach in which the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped with three identical even numbers is selected, the allocation rate of the execution of the promotion suggestion performance is 10%, which is lower than the allocation rate of non-execution (90%).
[0253] Therefore, in the second embodiment, the first promotion effect is more likely to be executed immediately after the execution of the promotion suggestion effect than after the execution of the SPSP reach (or SP reach) in which the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped with three identical even-numbered symbols. Therefore, when the promotion suggestion effect is executed, it is possible to make the player expect the execution of the first promotion effect immediately thereafter.
[0254] Furthermore, in the second embodiment, when the special chart change pattern "THP041" or "THP042" in which the second promotion effect is executed during the subsequent big win game is selected as the special chart change pattern to be executed, the allocation rate of the execution of the promotion suggestion effect is 100%, and the promotion suggestion effect is always executed. Therefore, if the first promotion effect is not executed immediately after the promotion suggestion effect is executed, the player can expect that the second promotion effect will definitely be executed during the subsequent big win game.
[0255] In addition, when the special chart fluctuation pattern shown in the special chart 1 fluctuation pattern determination table shown in Fig. 31 is selected other than the above-mentioned "THP032", "THP034", "THP036", "THP037", "THP041" and "THP042", the allocation rate of the execution of the promotion suggestion performance is 0% (see Fig. 33). Therefore, in the second embodiment, the promotion suggestion performance is not executed during the execution of the special chart fluctuation performance associated with that special chart fluctuation pattern.
[0256] Next, the promotion notice performance in the second embodiment will be described with reference to Fig. 34. The promotion notice performance in the second embodiment is a performance that notifies the player in advance that the first promotion performance will be executed or the second promotion performance will be executed after the execution of the promotion notice performance.
[0257] The promotion notice performance of the second embodiment is a performance in which the icon TA displayed on the display unit 50a is switched from the normal mode to the special mode at the start of the execution of N reach after the reach using the even number pattern during the special pattern variation performance in the normal game state, as in the first embodiment. And, as in the first embodiment, during the execution of N reach of the special pattern variation performance in the normal game state, there are times when the promotion notice performance is performed and times when it is not performed.
[0258] In the second embodiment, as in the first embodiment, whether or not to execute the promotion notice performance is determined by lottery while referring to the special chart variation pattern. However, using the promotion notice performance execution selection table shown in Figure 34, the performance control microcomputer 121 of the second embodiment determines by lottery whether or not to execute the promotion notice performance.
[0259] When the special chart change pattern "THP032" or "THP034" associated with the special chart change performance including the execution of the first promotion performance is selected as the special chart change pattern to be executed, the allocation rate for the promotion notice performance is "25%". Also, when the special chart change pattern "THP041" or "THP042" associated with the execution of the second promotion performance during the jackpot game after the execution of the special chart change performance is selected, the allocation rate for the promotion notice performance is "10%". When the special chart change pattern not associated with the execution of the first promotion performance or the second promotion performance other than the above-mentioned special chart change patterns "THP032", "THP034", "THP041" and "THP042" is selected, the allocation rate for the promotion notice performance is "0%". Therefore, in the second embodiment, the promotion notice effect is only performed when the special chart change pattern is associated with the execution of the first promotion effect or the second promotion effect. Therefore, by executing the promotion notice effect, the first promotion effect is executed in the special chart change effect being executed, thereby making it possible to convince the player in advance that a jackpot game X will be executed thereafter, or the second promotion effect is executed during the subsequent jackpot game, thereby making it possible to convince the player in advance that the jackpot game is jackpot game X.
[0260] Next, the second promotion effect in the second embodiment will be described with reference to Fig. 35. This second promotion effect is an effect for notifying the player that the jackpot game is the jackpot game X during the execution of the jackpot game X. The second promotion effect is performed only when the jackpot game X is executed as the jackpot game, and is not performed when the jackpot game Y is executed.
[0261] In the second embodiment, when the big win game Y is executed as the big win game, the image effects shown in Fig. 35(A) and Fig. 35(B-1) are executed in the third round (3R) of the big win game. Specifically, in addition to the right-hit image G108 and the round image G109 shown in Fig. 35(A), this image effect shows a character image G230 modeled after an egg appearing in the center of the display unit 50a. Then, as shown in Fig. 35(B-1), the egg shown by the character image G230 is cracked and a chick appears from inside.
[0262] On the other hand, when the jackpot game X is executed as the jackpot game, the image effects shown in FIG. 35(A) and FIG. 35(B-2) may be executed as the second promotion effect in the third round of the jackpot game. Specifically, in this second promotion effect, in addition to the right-hit image G108 and the round image G109 shown in FIG. 35(A), an egg-shaped character image G230 appears in the center of the display unit 50a. Then, as shown in FIG. 35(B-2), the upper shell image G232 disappears and a character string image G234 showing the character string "jackpot game X!" appears from the top end of the lower shell image G231. This allows the player to recognize that the jackpot game is not the jackpot game Y but the jackpot game X.
[0263] In the second embodiment, in the non-time-saving state, if the result of the jackpot judgment of the first special chart is a jackpot win, and the performance patterns EZ1, EZ2, and EZ3 are displayed as three odd-numbered patterns in the special chart change performance, the second promotion performance will not be performed during the subsequent jackpot game (jackpot game X).
[0264] However, when the result of the jackpot judgment of the first special chart in the non-time-saving state is a jackpot win, and the performance symbols EZ1, EZ2, and EZ3 stop and display as three even-numbered symbols in the special chart change performance, the execution of jackpot game X as the subsequent jackpot game is not confirmed. In other words, there are cases where jackpot game X is executed and cases where jackpot game Y is executed. Therefore, when the performance symbols EZ1, EZ2, and EZ3 stop and display as three even-numbered symbols in the special chart change performance, the player cannot be sure that the subsequent game state will be a relatively favorable jackpot game as a jackpot game.
[0265] Therefore, in the second embodiment, when the jackpot game X is played as the subsequent jackpot game, the second promotion effect is executed, so that the player can be sure that the jackpot game X, which has a relatively favorable game state after the jackpot game, will be played as the subsequent jackpot game by the execution of the second promotion effect.
[0266] <Effects of the second embodiment> The effects of the pachinko game machine PY1 explained in the second embodiment will be described below.
[0267] (1) According to the pachinko game machine PY1 of the second embodiment, the icon TA may be displayed in a special manner after the branch in the button operation prompting performance, which may suggest that the icon TA is highly likely to be set to a jackpot game state that may subsequently become a high-probability high-base game state. Therefore, when the icon TA is displayed in a special manner after the branch in the button operation prompting performance, it is possible to make the player expect that the icon TA will be set to a jackpot game state that may subsequently become a high-probability high-base game state, that is, that the second promotion performance will be executed in the jackpot game state that follows.
[0268] (2) In addition, the first large winning port 14 can be opened in a jackpot gaming state that subsequently becomes a low probability high base gaming state, and in a jackpot gaming state that may subsequently become a high probability high base gaming state. However, when the icon TA is displayed in a special manner after the branching, it is possible to reliably make the player expect that the gaming state will be set to a relatively advantageous gaming state (a jackpot gaming state that may subsequently become a high probability high base gaming state) (i.e., the execution of the second promotion performance in the subsequent jackpot gaming state).
[0269] (3) Furthermore, when the icon TA is displayed in a special manner before the branching of the button operation prompting effect, it is possible to let the player know in advance that at that point in time, the game will be set to a jackpot game state which may subsequently lead to a high probability, high base game state (i.e., the execution of the first promotion effect or the second promotion effect).
[0270] <Third embodiment> The third embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment, the first embodiment, and the second embodiment described above is also applied to the third embodiment.
[0271] In the pachinko game machine PY1 according to the first and second embodiments, during the execution of the special chart variable performance associated with the variable display of the special chart, the performance symbols EZ1, EZ2, and EZ3 temporarily stop in another jackpot stop mode, and then the performance symbols EZ1, EZ2, and EZ3 stop in a jackpot stop mode corresponding to the type of jackpot symbol that was won. On the other hand, the third embodiment differs from the first and second embodiments in that during the execution of the special chart variable performance associated with the variable display of the special chart, the performance symbols EZ1, EZ2, and EZ3 temporarily stop in a miss stop mode, and then the performance symbols EZ1, EZ2, and EZ3 temporarily stop in a jackpot stop mode.
[0272] In the third embodiment, as in the first embodiment described above, when the result of the jackpot determination of the first special chart in the non-time-saving state is a jackpot win and the jackpot pattern type is "jackpot pattern X", the special chart change performance associated with the special chart change of the first special chart displays the stop display in a jackpot stop mode in which the performance patterns EZ1, EZ2, and EZ3 are the same odd-numbered triplet. On the other hand, when the result of the jackpot determination of the first special chart in the non-time-saving state is a jackpot win and the jackpot pattern type is "jackpot pattern Y", the special chart change performance associated with the special chart change of the first special chart displays the stop display in a jackpot stop mode in which the performance patterns EZ1, EZ2, and EZ3 are the same even-numbered triplet.
[0273] Next, the special chart 1 variation pattern that can be determined by the game control microcomputer 101 of the third embodiment will be further explained based on Fig. 36 and Fig. 37. The game ROM 103 of the third embodiment stores the special chart 1 variation pattern determination table shown in Fig. 36. This special chart 1 variation pattern determination table is used when the result of the special chart determination is a big win in a low probability low base game state (non-time shortening state). In addition, when the result of the special chart determination is a miss in a non-time shortening state, the special chart 1 variation pattern determination table shown in Fig. 36 is used. That is, the game control microcomputer 101 of the third embodiment is capable of determining the special chart 1 variation pattern using the special chart 1 variation pattern determination table shown in Fig. 36.
[0274] In the special pattern 1 variation pattern determination process in the low probability low base game state, the game control microcomputer 101 determines the special pattern 1 variation pattern based on the result of the jackpot determination, the result of the jackpot pattern type determination, and the special pattern variation pattern random number. In the special pattern 1 variation pattern determination table shown in FIG. 36, in addition to the special pattern variation patterns "THP031", "THP033", and "THP035" that can be selected when the game state is "non-time shortening state", the result of the jackpot determination of the first special pattern is "jackpot winning", and the jackpot pattern type is "jackpot pattern X", there are "THP051" and "THP052".
[0275] The special chart change pattern "THP051" is associated with a special chart change performance of a performance flow that transitions from a reach using odd numbers to a revival performance described later, via N reach, SP reach, and SPSP reach (see Figure 36). Therefore, when the special chart change pattern "THP051" is selected, during one variable display of the first special chart, normal change, reach, N reach, SP reach, SPSP reach, and revival performance are performed in sequence, and a special chart change performance that finally notifies the user that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern X is executed. The special chart change pattern "THP051" is also called the "4th SPSP jackpot change".
[0276] The special chart change pattern "THP052" is associated with a special chart change performance of a performance flow that transitions from a reach using odd numbers, through N reach and SP reach, to a revival performance described later (see Figure 36). Therefore, when the special chart change pattern "THP052" is selected, during one variable display of the first special chart, normal change, reach, N reach, SP reach and revival performance are performed in sequence, and a special chart change performance is executed that finally notifies that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern X. The special chart change pattern "THP052" is also called the "4th SP jackpot change".
[0277] The special chart change pattern "THP053" is associated with a special chart change performance of a performance flow that transitions from a reach using an even number pattern, through N reach, SP reach, and SPSP reach, to a revival performance described later (see Figure 36). Therefore, when the special chart change pattern "THP053" is selected, during one variable display of the first special chart, normal change, reach, N reach, SP reach, SPSP reach, and revival performance are performed in sequence, and a special chart change performance that finally notifies the user that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern Y is executed. The special chart change pattern "THP053" is also called the "5th SPSP jackpot change".
[0278] The special chart change pattern "THP054" is associated with a special chart change performance of a performance flow that transitions from a reach using an even number pattern, through N reach and SP reach, to a revival performance described later (see Figure 36). Therefore, when the special chart change pattern "THP054" is selected, during one variable display of the first special chart, normal change, reach, N reach, SP reach and revival performance are performed in sequence, and a special chart change performance is executed that finally notifies that the result of the jackpot judgment of the first special chart is a "jackpot win" with the jackpot pattern Y. The special chart change pattern "THP054" is also called the "5th SP jackpot change".
[0279] FIG. 37 shows the allocation rate (execution probability) of the special chart variation pattern in the special chart 1 variation pattern determination table shown in FIG. 36. In the third embodiment, when the result of the jackpot determination of the first special chart is "jackpot winning" and the jackpot pattern type is "jackpot pattern X" in the non-time-saving state, the special chart variation pattern is selected by the game control microcomputer 101 at the allocation rate shown in FIG. 37(A). Also, when the result of the jackpot determination of the first special chart is "jackpot winning" and the jackpot pattern type is "jackpot pattern Y" in the non-time-saving state, the special chart variation pattern is selected at the allocation rate shown in FIG. 37(B). Furthermore, when the result of the jackpot determination of the first special chart is "reach with miss" in the non-time-saving state, the special chart variation pattern is selected at the allocation rate shown in FIG. 37(C).
[0280] As described above, in the non-time-saving state, the special pattern variation patterns "THP031" and "THP051" that can be selected when the result of the jackpot judgment of the first special pattern is the jackpot pattern X are associated with the special pattern variation performance that transitions to SPSP reach (see FIG. 36). According to FIG. 37(A), the total value of the allocation rate value of this special pattern variation pattern is "60%".
[0281] In addition, in the non-time-saving state, the special chart change patterns "THP033" and "THP052" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern X are associated with special chart change performances that transition to SP reach but not to SPSP reach (see Figure 36). According to Figure 37(A), the total value of the allocation rate of this special chart change pattern is "36%".
[0282] Furthermore, in the non-time-saving state, the special chart change pattern "THP035" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern X is associated with a special chart change performance that does not transition to SP reach (see Figure 36). According to Figure 37(A), the distribution rate value of this special chart change pattern is "4%".
[0283] In addition, in the non-time-saving state, the special chart change patterns "THP036" and "THP053" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern Y are associated with a special chart change performance that transitions to SPSP reach (see Figure 36). According to Figure 37 (B), the distribution rate value of this special chart change pattern is "60%".
[0284] In addition, in the non-time-saving state, the special chart change patterns "THP037" and "THP054" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern Y are associated with a special chart change performance that transitions to SP reach but not to SPSP reach (see Figure 36). According to Figure 37(B), the distribution rate value of this special chart change pattern is "36%".
[0285] Furthermore, in the non-time-saving state, the special chart change pattern "THP038" that can be selected when the result of the jackpot judgment of the first special chart is the jackpot pattern Y is associated with a special chart change performance that does not transition to SP reach (see Figure 36). According to Figure 37 (B), the distribution rate value of this special chart change pattern is "4%".
[0286] As described above, in the third embodiment, in the non-time-saving state, when the result of the jackpot determination of the first special chart is a jackpot, regardless of the type of jackpot pattern, a special chart change performance that transitions to an SP reach but does not transition to an SPSP reach is more likely to be executed than a special chart change performance that transitions to an SP reach but does not transition to an SPSP reach, and further, a special chart change performance that transitions to an SPSP reach is more likely to be executed than a special chart change performance that transitions to an SP reach but does not transition to an SPSP reach,
[0287] On the other hand, in the non-time-saving state, when the result of the jackpot judgment of the first special chart is "reach with miss", the special chart change pattern "THP011" that can be selected is associated with a special chart change performance that transitions to SPSP reach (see Figure 36). According to Figure 37(C), the distribution rate value of this special chart change pattern is "5%".
[0288] In addition, in the non-time-saving state, the special chart change pattern "THP012" that can be selected when the result of the jackpot judgment of the first special chart is "reach with miss" is associated with a special chart change performance that transitions to SP reach but not to SPSP reach (see Figure 36). According to Figure 37(C), the distribution rate value of this special chart change pattern is "20%".
[0289] Furthermore, in the non-time-saving state, the special chart change pattern "THP013" that can be selected when the result of the jackpot judgment of the first special chart is "reach with miss" is associated with a special chart change performance that does not transition to SP reach (see Figure 36). According to Figure 37 (C), the distribution rate value of this special chart change pattern is "75%".
[0290] From the above, in the case of non-time-saving state, the expectation of a jackpot is relatively higher for special chart change performances that transition to SP reach but not to SPSP reach than for special chart change performances that do not transition to SP reach. Furthermore, the expectation of a jackpot is relatively higher for special chart change performances that transition to SPSP reach than for special chart change performances that transition to SP reach but not to SPSP reach.
[0291] In addition, in the non-time-saving state, the special chart change patterns "THP051" and "THP052" that can be selected when the result of the jackpot determination of the first special chart is the jackpot pattern X are associated with a special chart change effect in which, after a reach with an odd pattern, the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped in a missing state (the above-mentioned "reach missing pattern"), and then the revival effect described below is executed (see Figure 36).
[0292] Therefore, in the third embodiment, when the result of the jackpot judgment of the first special chart in the non-time-saving state is a jackpot win, even if the performance patterns EZ1, EZ2, and EZ3 are temporarily displayed as "missed reaches," the player can expect that the execution of the revival performance may change the performance patterns EZ1, EZ2, and EZ3 to a jackpot pattern indicating that it is a set of three odd-numbered patterns, i.e., jackpot pattern X.
[0293] In addition, in the non-time-saving state, the special chart change patterns "THP053" and "THP054" that can be selected when the result of the jackpot determination of the first special chart is jackpot pattern Y are associated with a special chart change effect in which, after a reach with an even number pattern, the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped at a "missed reach" and then the revival effect described below is executed (see Figure 36).
[0294] Therefore, in the third embodiment, when the result of the jackpot judgment of the first special chart in the non-time-saving state is a jackpot win, even if the performance patterns EZ1, EZ2, and EZ3 are temporarily displayed as "missed reaches," the player can expect that the execution of the revival performance may change the performance patterns EZ1, EZ2, and EZ3 to a jackpot pattern indicating that it is a set of three even-numbered patterns, i.e., jackpot pattern Y.
[0295] Next, the revival suggestion performance in the third embodiment will be described with reference to Figures 38 and 39. The revival suggestion performance in the third embodiment is a performance that suggests that there is a possibility that the revival performance will be executed immediately after its execution.
[0296] The revival suggestion effect in the third embodiment is an effect in which the effect patterns EZ1, EZ2, and EZ3 temporarily stop at a ``missed reach'' during the execution of the SPSP reach of the special chart change effect, or during the execution of the SP reach, and after the SPSP reach is executed, the icon TA displayed on the display unit 50a is displayed in a special manner.
[0297] In the third embodiment, after the execution of the SP reach of the special chart variation performance in the normal game state, or after the execution of the SPSP reach, the revival suggestion performance may or may not be performed. Specifically, when the revival suggestion performance is not performed after the execution of the SPSP reach (or SP reach) in which the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped with the "reach miss" shown in each figure of FIG. 38, the icon TA is displayed in the "normal mode" shown in FIG. 38(A). Note that this normal mode is the same display mode as the "normal mode" of the promotion suggestion performance in the first embodiment. In contrast, when the revival suggestion performance is performed after the execution of the SPSP reach (or SP reach) in which the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped with the "reach miss", the icon TA is displayed in the "special mode" shown in FIG. 38(B). Note that this special mode is the same display mode as the "special mode" of the promotion suggestion performance in the first embodiment.
[0298] In the third embodiment, the execution of the revival suggestion performance is determined by lottery while referring to the special chart change pattern. That is, the performance control microcomputer 121 of the third embodiment determines whether to execute the revival suggestion performance by lottery while referring to the special chart change pattern to be executed. FIG. 39 shows a revival suggestion performance execution selection table used in the third embodiment. When the special chart change pattern "THP051", "THP052", "THP053" or "THP054" in which the special chart change performance is associated with the special chart change performance including the execution of the revival performance is selected as the special chart change pattern to be executed, the allocation rate of the execution of the revival suggestion performance is 90%, which is higher than the allocation rate of non-execution (10%). On the other hand, when the special chart change pattern "THP011" or "THP012" is selected, which is associated with a special chart change performance in which a revival performance is not executed after the execution of an SPSP reach in which the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped on a "missed reach", or an SP reach, the allocation rate for the execution of the revival suggestion performance is 10%, which is lower than the allocation rate for non-execution (90%).
[0299] Therefore, in the third embodiment, the revival effect is more likely to be executed immediately after the execution of the SPSP reach (or SP reach) in which the performance symbols EZ1, EZ2, and EZ3 temporarily stop with a "missed reach" during execution than if the revival suggestion effect is not executed. Therefore, when the revival suggestion effect is executed, it is possible to make the player expect the execution of the revival effect immediately thereafter.
[0300] In addition, among the special chart fluctuation patterns shown in the special chart 1 fluctuation pattern determination table shown in Fig. 36, when the above-mentioned "THP051", "THP052", "THP053", "THP054", "THP011" and "THP012" are selected, the allocation rate of the execution of the promotion suggestion effect is 0% (see Fig. 39). Therefore, in the third embodiment, the revival suggestion effect is not executed during the execution of the special chart fluctuation effect associated with that special chart fluctuation pattern.
[0301] Next, the revival performance in the third embodiment will be described based on Fig. 40. This revival performance is a performance in which the performance symbols EZ1, EZ2, and EZ3 temporarily stopped when the player misses a reach are changed to a set of three identical symbols. This revival performance is a performance in which the center performance symbol EZ2 among the performance symbols EZ1, EZ2, and EZ3 temporarily stopped when the player misses a reach is changed to the left performance symbol EZ1 and the right performance symbol EZ3, and the performance symbols EZ1, EZ2, and EZ3 become a set of three identical symbols. Specifically, by executing the revival performance, the center performance symbol EZ2 among the temporary stop display of the reach miss when the left performance symbol EZ1 and the right performance symbol EZ3 are the same even number symbol is changed to the same even number symbol as the left performance symbol EZ1 (or the right performance symbol EZ3), and the performance symbols EZ1, EZ2, and EZ3 become a set of three identical symbols. In addition, when the left performance pattern EZ1 and the right performance pattern EZ3 are the same odd number pattern and the display shows a missed reach, the performance pattern EZ2 changes to the same odd number pattern as the left performance pattern EZ1 (or right performance pattern EZ3), and the performance patterns EZ1, EZ2, and EZ3 become a set of three of the same patterns.
[0302] This revival performance can be executed when the performance symbols EZ1, EZ2, and EZ3 are displayed as a temporary stop with a reach miss, and is not executed when the temporary stop is displayed as a non-reach miss. The revival performance of the third embodiment is executed at the end of the special chart variation performance related to the special chart variation patterns "THP051", "THP052", "THP053", and "THP054" shown in FIG. 36 (specifically, after the execution of SPSP reach or SP reach).
[0303] In the revival performance, when the performance symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed as a reach miss, a display performance (first display performance) using a character image G220 consisting of a head and a dialogue image G221 showing the character string "Congratulations!" in a speech bubble, as shown in Fig. 40(A), is first performed. By executing this first display performance (especially the display of the character string "Congratulations!" in the dialogue image G221), it is possible to give surprise and joy to the player who thought it was a miss.
[0304] Next, a display effect (second display effect) using an image G222 showing a "blackout" as shown in Fig. 40(B) is performed. As a result, the effect patterns EZ1, EZ2, and EZ3 during the temporary stop display disappear from the display unit 50a, making it possible to take the player who has been paying attention to the change in the effect patterns EZ1, EZ2, and EZ3 by surprise. In addition, since the effect patterns EZ1, EZ2, and EZ3 disappear from the display unit 50a by executing this second display effect, the effect patterns EZ1, EZ2, and EZ3 after the change can be displayed on the display unit 50a without giving the player a sense of incongruity.
[0305] After the second display effect is executed, the effect symbols EZ1, EZ2, and EZ3 are displayed as a provisional stop with three identical symbols as shown in Fig. 40(C). This allows the player to be sure that a big win will be played after this. In the third embodiment, the execution of the revival effect ends when the effect symbols EZ1, EZ2, and EZ3 are displayed as a provisional stop with three identical symbols.
[0306] After the revival performance is performed, as shown in Fig. 40(D), the performance symbols EZ1, EZ2, and EZ3 are switched from the big win mode (temporary stop display) to the big win stop mode (stop display). After the stop display of the performance symbols EZ1, EZ2, and EZ3, the execution of the special chart variation performance is completed.
[0307] Next, the revival notice effect in the third embodiment will be described with reference to Figures 25 and 41. This revival notice effect is an effect that notifies the player in advance that a revival effect will be executed after the execution of the revival notice effect.
[0308] The revival notice performance of the third embodiment differs from the revival suggestion performance described above, in that during the special chart change performance in the normal game state, when the execution of an N reach after a reach begins, the icon TA being displayed on the display unit 50a is switched from the normal mode described above to a special mode.
[0309] In the third embodiment, during the execution of the N-reach of the special chart variation performance in the normal game state, the revival notice performance may or may not be performed. Specifically, when the revival notice performance is not performed during the execution (at the start of execution) of the N-reach in which the performance patterns EZ1 and EZ3 are temporarily stopped with two identical symbols ("4" in FIG. 25) lined up during execution, the icon TA remains displayed in the normal mode described above. On the other hand, when the revival notice performance is performed during the execution (at the start of execution) of the N-reach in which the performance patterns EZ1 and EZ3 are temporarily stopped with two identical symbols lined up during execution, the display mode of the icon TA switches from the normal mode to the special mode as shown in FIG. 25.
[0310] In the third embodiment, the execution of the revival notice performance is determined by lottery while referring to the special chart change pattern. That is, the performance control microcomputer 121 of the third embodiment determines whether to execute the revival notice performance by lottery while referring to the special chart change pattern to be executed. FIG. 41 shows a revival notice performance execution selection table used in the third embodiment. When the special chart change pattern "THP051", "THP052", "THP053" or "THP054" in which the special chart change performance including the execution of the revival performance is associated with the special chart change performance is selected as the special chart change pattern to be executed, the allocation rate at which the revival notice performance is executed is "25%", whereas when the special chart change pattern associated with the special chart change performance not including the revival performance other than the special chart change patterns "THP051", "THP052", "THP053" and "THP054" is selected, the allocation rate at which the revival notice performance is executed is "0%". Therefore, in the third embodiment, the revival notice performance is only performed when the execution of a revival performance is included in the special chart change performance, so that by executing the revival notice performance, a revival performance is executed in the special chart change performance that is currently being executed, making it possible to give the player advance confidence that a jackpot game will be played afterwards.
[0311] Next, using Figures 42 to 44, we will explain the flow of the presentation when a revival suggestion presentation is not executed in the special chart change presentation, and the flow of the presentation when a revival presentation is executed in the special chart change presentation.
[0312] Regarding the flow of the performance when the revival suggestion performance is not executed, the special chart change performance associated with the special chart change pattern "THP053", that is, the special chart change performance of the performance flow (performance content) in which the revival performance is executed through the reach using the even number pattern, N reach, SP reach, and SPSP reach, and the special chart change performance associated with "THP011", that is, the special chart change performance of the performance flow in which the performance patterns EZ1, EZ2, and EZ3 are reach misses, through the reach using the even number pattern, N reach, SP reach, and SPSP reach, will be exemplified and explained. Note that here, the above revival notice performance is not performed in the special chart change performance associated with the special chart change pattern "THP053".
[0313] When the special chart change pattern "THP053" is selected, the performance control microcomputer 121 of the third embodiment determines whether to execute the revival suggestion performance in the special chart change performance using the above-mentioned revival suggestion performance execution selection table at the start of execution of the special chart change performance associated with the special chart change pattern, and whether to execute the revival notice performance in the special chart change performance using the above-mentioned revival notice performance execution selection table. Note that here, an example is shown in which the performance control microcomputer 121 decides not to execute the revival suggestion performance in the special chart change performance and not to execute the revival notice performance.
[0314] On the other hand, when the special chart change pattern "THP011" is selected, at the start of the execution of the special chart change performance associated with that special chart change pattern, the above-mentioned revival suggestion performance execution selection table is used to determine whether or not to execute the revival suggestion performance in the special chart change performance. Note that here, an example is shown in which the performance control microcomputer 121 decides not to execute the revival suggestion performance in the special chart change performance.
[0315] Whether the special chart change pattern "THP053" or "THP011" is selected, normal change is first executed with the start of execution of the special chart change performance (see FIG. 36). Then, a reach using an even number pattern is reached, and an N reach is executed. As described above, since it is determined that the revival notice performance is not executed at the start of execution of the special chart change performance, the display mode of the icon TA displayed on the display unit 50a during the N reach is the "normal mode" as shown in FIG. 27.
[0316] Whether the special chart variation pattern "THP053" or "THP011" is selected, the SP reach and the SPSP reach are performed after the N reach. As described above, when the SP reach and the SPSP reach are performed, the icon TA is not displayed on the display unit 50a. Therefore, when the execution of the SP reach is started, the display of the icon TA disappears from the display unit 50a.
[0317] Whether the special chart variation pattern "THP053" or "THP011" is selected, the performance symbols EZ1, EZ2, and EZ3 do not temporarily stop in a manner that indicates the result of the jackpot determination of the first special chart in the SP reach, and the SPSP reach is executed (see FIG. 42(A)). Then, during the execution of the SPSP reach, the above-mentioned button operation prompt performance is executed (see FIG. 42(B)). This button operation prompt performance ends when the player presses the normal button 40 during the button operation valid period, or when the button operation valid period has elapsed without the player operating the normal button 40 during the button operation valid period.
[0318] Whether the special pattern change pattern "THP053" or "THP011" is selected, in the operation result performance after the end of the button operation promotion performance, after the operation of the movable body 55k on the board, the performance patterns EZ1, EZ2, and EZ3 are temporarily stopped with a reach miss (see Figure 42 (C-1)). This makes it possible to inform the player that the result of the jackpot judgment of the first special pattern is a "miss".
[0319] The execution of the SPSP reach ends with the end of the above-mentioned operation result presentation. If the revival suggestion presentation is not performed in the special chart variation presentation, the process proceeds to FIG. 43 (D-1), where the normal background image G102 is displayed on the entire display unit 50a, and the icon TA is displayed on the display unit 50a in the "normal mode" rather than the "special mode". As described above, if the revival suggestion presentation is not performed after the execution of the SPSP reach in which the presentation patterns EZ1, EZ2, and EZ3 are temporarily stopped due to a reach miss during execution, it is more difficult for the revival presentation to be performed after this than if the revival suggestion presentation is performed.
[0320] When the special pattern variation "THP011" is selected, the revival effect is not performed, and the performance patterns EZ1, EZ2, and EZ3 stop when the reach is lost, as shown in Figure 43 (E-1). On the other hand, when the special pattern variation "THP053" is selected, the revival effect shown in Figure 40 (A) to Figure 40 (C) is performed, and the performance patterns EZ1, EZ2, and EZ3 stop when the same even number patterns are three-piece, as shown in Figure 40 (D).
[0321] On the other hand, the flow of the performance when the revival suggestion performance is executed will be explained by continuing to exemplify the special chart change performance associated with the special chart change pattern "THP053" and the special chart change performance associated with "THP011". Note that here too, the above revival notice performance will not be performed in the special chart change performance associated with the special chart change pattern "THP053".
[0322] When the special chart change pattern "THP053" is selected, the performance control microcomputer 121 of the third embodiment determines whether to execute the revival suggestion performance in the special chart change performance using the revival suggestion performance execution selection table at the start of execution of the special chart change performance associated with the special chart change pattern, and whether to execute the revival notice performance in the special chart change performance using the revival notice performance execution selection table. Note that here, an example is shown in which the performance control microcomputer 121 decides to execute the revival suggestion performance in the special chart change performance and decides not to execute the revival notice performance.
[0323] On the other hand, when the special chart change pattern "THP011" is selected, at the start of the execution of the special chart change performance associated with that special chart change pattern, the revival suggestion performance execution selection table is used to determine whether or not to execute the revival suggestion performance in the special chart change performance. Note that here, an example is shown in which the performance control microcomputer 121 decides to execute the revival suggestion performance in the special chart change performance.
[0324] Whether the special pattern variation pattern "THP053" or "THP011" is selected, normal variation is performed first with the start of execution of the special pattern variation performance, in the same manner as the flow of the performance when the revival suggestion performance is not performed (see FIG. 36), and after a reach using an even number pattern, an N reach is performed with the display of the icon TA in the "normal mode" shown in FIG. 27. Then, after the N reach, an SP reach and an SPSP reach are performed with the display of the icon TA disappearing from the display unit 50a.
[0325] In the case where the SPSP reach operation result performance has the performance symbols EZ1, EZ2, and EZ3 temporarily stopped (see FIG. 42(C-1)) due to a reach miss and a revival suggestion performance is performed in the special chart change performance after the SPSP reach ends, the process proceeds to FIG. 44(D-2), the normal background image G102 is displayed on the entire display unit 50a, and the icon TA is displayed on the display unit 50a in a "special mode" rather than a "normal mode". As described above, it is easier to perform a revival suggestion performance immediately after the execution of an SPSP reach in which the performance symbols EZ1, EZ2, and EZ3 temporarily stopped due to a reach miss than to perform a revival suggestion performance without a revival suggestion performance. Therefore, when a revival suggestion performance is performed, it is possible to make the player expect the revival performance to be performed immediately after that.
[0326] When the special chart change pattern "THP011" is selected, the revival performance is not performed and the performance symbols EZ1, EZ2, and EZ3 stop when the reach is missed (see Figure 44 (E-1)), whereas when the special chart change pattern "THP053" is selected, the above-mentioned revival performance (see Figures 40 (A) to 40 (C)) is performed and the performance symbols EZ1, EZ2, and EZ3 stop when three of the same even-numbered symbols line up, as shown in Figure 40 (D).
[0327] Next, the flow of the performance when a revival notice performance is executed will be explained by taking as an example the special chart change performance associated with the special chart change patterns "THP051", "THP052", "THP053" and "THP054", i.e. the special chart change performance of the performance flow (performance content) in which a revival performance is executed through a reach, an N reach, an SP reach (and an SPSP reach), and then a resurrection performance.
[0328] When the special chart change pattern "THP051", "THP052", "THP053" or "THP054" is selected, the performance control microcomputer 121 of the third embodiment, at the start of execution of the special chart change performance associated with the special chart change pattern, uses the above-mentioned revival suggestion performance execution selection table to determine whether to execute the revival notice performance in the special chart change performance, as well as whether to execute the revival notice performance in the special chart change performance using the above-mentioned revival notice performance execution selection table. Note that here, an example is shown in which the performance control microcomputer 121 has decided to execute at least the revival notice performance in the special chart change performance.
[0329] When the special chart change pattern "THP051", "THP052", "THP053" or "THP054" is selected, normal change is executed first as the special chart change performance starts (see FIG. 36). Then, after that, N reach is executed via reach. When the execution of the N reach starts, a revival notice performance is executed as shown in FIG. 25. Specifically, the display mode of the icon TA displayed on the display unit 50a during the N reach is not the "normal mode" but the "special mode" as shown in FIG. 25.
[0330] As described above, the revival preview performance is a performance that notifies the player in advance that a revival performance will be executed, so that the execution of the revival preview performance in an N reach allows the player to be confident at that point that a revival performance will be executed at the end of the currently executing special chart change performance, and that a jackpot game will then be played.
[0331] In the third embodiment, when the special chart variation pattern "THP051", "THP052", "THP053" or "THP054" is selected, the revival suggestion effect may or may not be performed before the revival effect is executed. In other words, even after the revival notice effect is followed by the SP reach or SPSP reach, the icon TA is displayed on the display unit 50a in the "normal mode" rather than the "special mode". As described above, in the third embodiment, even if the revival suggestion effect is not performed, the revival effect can be executed thereafter, so there is no problem with the performance.
[0332] <Effects of the third embodiment> The effects of the pachinko game machine PY1 explained in the third embodiment will be described below.
[0333] (1) According to the pachinko game machine PY1 of the third embodiment, the icon TA may be displayed in a special manner after the branching of the button operation prompting performance, which may suggest that the icon TA is likely to be set to the big win game state after that. Therefore, when the icon TA is displayed in a special manner after the branching of the button operation prompting performance, it is possible to make the player expect that the icon TA will be set to the big win game state after that, that is, that the revival performance will be executed immediately after the display.
[0334] (2) Furthermore, when the icon TA is displayed in a specific manner after the branching of the button operation promotion effect, it is possible to reliably make the player expect that the game state will be set to a jackpot game state in which the first large winning port 14 can be opened (i.e., the execution of the revival effect).
[0335] (3) Furthermore, if the icon TA is displayed in a special manner before the branching of the button operation prompting effect, it is possible to let the player know in advance at that point that the game will be set to a jackpot game state (i.e., the execution of the revival effect).
[0336] <Modifications of the Basic, First, Second and Third Embodiments> Below, we will explain modified examples of the pachinko game machine PY1 described in the basic embodiment, the first embodiment, the second embodiment, and the third embodiment. Of course, the configurations related to the modified examples may be appropriately combined. Furthermore, technical features in the above embodiments and the following modified examples may be appropriately deleted unless they are described as essential in this specification.
[0337] In the first and second embodiments, the jackpot gaming state that will definitely become a low-probability high base gaming state afterwards is defined as the "first gaming state" according to the present invention. However, a jackpot gaming state that can become a low-probability high base gaming state afterwards may be defined as the first gaming state. Also, if the gaming state is more disadvantageous to the player than the "second gaming state" according to the present invention, a jackpot gaming state that can become a gaming state other than a low-probability high base gaming state afterwards, such as a high-probability high base gaming state, a high-probability low base gaming state, or a low-probability low base gaming state, or a jackpot gaming state that will definitely become a gaming state other than a low-probability high base gaming state may be defined as the first gaming state. Also, if the gaming state is more disadvantageous to the player than the "second gaming state", a gaming state other than a jackpot gaming state may be defined as the first gaming state.
[0338] In the first and second embodiments, the jackpot gaming state that can subsequently become a high-probability high base gaming state is defined as the "second gaming state" according to the present invention. However, the jackpot gaming state that subsequently becomes a high-probability high base gaming state without fail may be defined as the second gaming state. Also, if the gaming state is more advantageous to the player than the "first gaming state" according to the present invention, the jackpot gaming state that can subsequently become a gaming state other than the high-probability high base gaming state, such as a low-probability high base gaming state, a high-probability low base gaming state, or a low-probability low base gaming state, or a jackpot gaming state that can become a gaming state other than the high-probability high base gaming state may be defined as the second gaming state. Also, if the gaming state is more advantageous to the player than the "first gaming state", a gaming state other than the jackpot gaming state may be defined as the second gaming state.
[0339] In the third embodiment, the low-probability, low-base gaming state is the "first gaming state" of the present invention. However, a gaming state other than the low-probability, low-base gaming state may be the first gaming state as long as it is a gaming state that is more disadvantageous to the player than the "second gaming state" of the present invention.
[0340] In the third embodiment, the jackpot gaming state is the "second gaming state" according to the present invention. However, a gaming state other than the jackpot gaming state may be the second gaming state as long as it is more advantageous to the player than the "first gaming state" according to the present invention.
[0341] In the first, second and third embodiments, the button operation promotion effect during the execution of the SPSP reach is regarded as the "special effect" according to the present invention. However, if the effect branches into two performance modes, the effect other than the button operation promotion effect during the execution of the SPSP reach may be the special effect. Also, if the effect branches into two performance modes, the effect during the execution of a reach effect (such as an N reach or an SP reach) other than the SPSP reach may be the special effect. Also, if the effect branches into two performance modes, the effect other than the reach effect may be the special effect. Also, if the effect branches into two performance modes, the effect other than the special chart change effect may be the special effect.
[0342] In the first, second and third embodiments, the special mode of the icon TA (the display mode showing the double circle shape) is defined as the "specific mode" according to the present invention. However, a display mode other than the display mode showing the double circle shape may be defined as the specific mode. In addition, although one type of display mode is defined as the specific mode, two or more types of display modes may be defined as the specific mode.
[0343] In the first, second and third embodiments, the special mode (specific mode) of the icon TA displayed after the branch in the button operation prompting effect (special effect) is a display mode that can suggest that the second game state is likely to be set. However, the specific mode displayed after the branch in the special effect may be a display mode that suggests that the second game state will be set. Specifically, for example, if the icon TA is displayed in a special mode (specific mode) after the branch in the button operation prompting effect (special effect), the first promotion effect, the second promotion effect or the revival effect may be always performed thereafter.
[0344] In the first, second and third embodiments, the icon TA is displayed after the branch in the button operation prompting effect (special effect). However, the icon may be displayed during the branch display of the special effect.
[0345] In the first, second and third embodiments, the icon TA is configured to be displayed in a special manner (specific manner) when it appears after the branch in the button operation prompting performance (special performance). However, the icon may appear during the branch display of the special performance and then be changed to the specific manner.
[0346] In the first, second and third embodiments, the special mode (specific mode) of the icon TA displayed before the branch in the button operation prompting effect (special effect) is a display mode that suggests that the icon TA will be set to the second game state. However, the specific mode displayed before the branch in the special effect may be a display mode that suggests that the icon TA is likely to be set to the second game state. Specifically, for example, when the icon TA is displayed in a special mode (specific mode) before the branch in the button operation prompting effect (special effect), there may be a case where the first promotion effect, the second promotion effect or the revival effect is performed, and a case where the first promotion effect, the second promotion effect or the revival effect is not performed.
[0347] In the first, second and third embodiments, the display mode of the special mode (specific mode) of the icon TA displayed after the branch in the button operation prompting effect (special effect) is the same as the display mode of the specific mode of the icon TA displayed before the branch of the special effect. However, the display mode of the specific mode of the icon displayed after the branch of the special effect may be different from the display mode of the specific mode of the icon displayed before the branch of the special effect.
[0348] In the first, second and third embodiments, even if the icon TA is displayed in a special mode (specific mode) before the branching of the button operation prompting effect (special effect), the icon may or may not be displayed in the specific mode after the branching of the special effect. However, if the icon is displayed in the specific mode before the branching of the special effect, the icon may always be displayed in the specific mode after the branching of the special effect.
[0349] In the first and second embodiments, the series of performance modes shown in Fig. 24(A), Fig. 24(B), and Fig. 24(C) are set as the first promotion performance, but this is only an example, and a performance different from such a performance mode may be set as the first promotion performance. For example, a performance may be set that does not display the character image G220 and the dialogue image G221. Also, for example, a performance that does not include the "blackout" shown in Fig. 24(B) may be set.
[0350] In the third embodiment, the series of performance modes shown in Fig. 40(A), Fig. 40(B), and Fig. 40(C) are used as the revival performance, but this is only an example, and a performance different from such a performance mode may be used as the revival performance. For example, the performance may be one in which the character image G220 and the dialogue image G221 are not displayed. Also, for example, the performance may be one that does not include the "blackout" shown in Fig. 40(B).
[0351] In the second embodiment, the second promotion effect is the effect shown in FIG. 35(A) and FIG. 35(B-2), but this is only an example, and the second promotion effect may be an effect different from such an effect. For example, the effect may be an effect different from the effect using the character image G230 modeled after an egg. Also, for example, the effect may be an effect in which something other than the character string of the character string image G234 is displayed. Note that it is preferable that the thing other than the character string of the character string image G234 is a character string that suggests that a jackpot game state (second game state) in which a jackpot game X is being executed is set.
[0352] In the first embodiment, the display unit 50a is a 3D liquid crystal display. However, the display unit may be, for example, a 2D liquid crystal display, a dot display, a 7-segment display, or an LED lamp.
[0353] In the first embodiment, the gaming machine is provided with one "display unit." However, the gaming machine may be provided with, for example, a plurality of display units.
[0354] In the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state", but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state". For example, in the "high probability low base game state", a background including an image suggesting a high probability state may be displayed.
[0355] In the basic embodiment, only the performance patterns EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed on the display unit 50a in parallel with the performance patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the performance patterns EZ1, EZ2, and EZ3.
[0356] In the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed on a display device other than the image display device 50 in parallel with the performance symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may be made to flash during the variable display of the performance symbols EZ1, EZ2, and EZ3.
[0357] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed. However, the first special chart and the second special chart may be variably displayed at the same time.
[0358] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.
[0359] Furthermore, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines and mahjong ball gaming machines.
[0360] <Inventions Disclosed in the First, Second and Third Embodiments> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following Invention A. In the explanation of Invention A, the names and expressions of the corresponding configurations in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that Invention A is a collective term for the following Inventions A1 to A4.
[0361] The gaming machine according to the invention A1 is A setting means (game control microcomputer 101) for setting one of a plurality of game states including a first game state (for example, a jackpot game state that may later become a low probability high base game state, or a low probability low base game state) and a second game state that is more advantageous to a player than the first game state (for example, a jackpot game state that may later become a high probability high base game state, or a jackpot game state); A special pattern variable display means (display device 8) for displaying the special pattern in a predetermined stop mode after the special pattern is variably displayed; A performance execution means (performance control unit 120) capable of executing a predetermined performance; The performance execution means includes: The icon (TA) corresponding to the variable display of the special pattern can be displayed in a predetermined display mode; It is possible to execute a special effect (a button operation promotion effect) that branches into two different performance modes. This is a gaming machine (pachinko gaming machine PY1) characterized in that after a branch in the special performance, the icon is sometimes displayed in a specific manner (special manner) that can suggest that there is a high possibility that the second gaming state will be set.
[0362] According to a gaming machine having this configuration, when the icon is displayed in a specific manner after the branch, it is possible to make the player expect that the gaming state will be set to the second gaming state.
[0363] The gaming machine according to the invention A2 is The gaming machine according to the invention A1, Equipped with an openable large prize entry port (first large prize entry port 14), The first gaming state and the second gaming state are both gaming states in which the big prize opening can be opened and closed, This gaming machine is characterized in that if the icon is displayed in the specific manner after the branch in the special presentation, the subsequent game state is more likely to be set to the second game state than to the first game state.
[0364] With a gaming machine of this configuration, the large prize opening can be opened in either the first gaming state or the second gaming state, but when the icon is displayed in a specific manner after branching, it is possible to reliably cause the player to expect that the gaming state will be set to the second gaming state, which is relatively more advantageous between the first gaming state and the second gaming state in which the large prize opening can be opened.
[0365] The gaming machine according to the invention A3 is The gaming machine according to the invention A1, Equipped with an openable large prize entry port (first large prize entry port 14), The first gaming state is a gaming state in which the big prize opening does not open or close, The second gaming state is a gaming state in which the big prize opening can be opened and closed, This gaming machine is characterized in that if the icon is displayed in the specific manner after the branch in the special presentation, the subsequent game state is more likely to be set to the second game state than to the first game state.
[0366] With a gaming machine of this configuration, when the icon is displayed in a specific manner after the branching, it is possible to reliably make the player expect that the gaming state will be set to the second gaming state in which the large prize opening can be opened.
[0367] The gaming machine according to the invention A4 is A gaming machine according to any one of Invention A1, Invention A2, and Invention A3, The icon may be displayed in the specific manner before the branching of the special effect, This gaming machine is characterized in that if the icon is displayed in the specific manner before the branching of the special effect, the gaming state is then set to the second gaming state.
[0368] With a gaming machine of this configuration, if the icon is displayed in a specific manner before the branching of the special effect, it is possible to let the player understand that the subsequent gaming state will be set to the second gaming state at that point in time. [Explanation of symbols]
[0369] 8...Display devices (special chart variable display means) 14…First major prize entry gate (first start gate) 100...Main control unit 101...Game control microcomputer 120...Performance control unit (performance execution means) 121...Performance control microcomputer PY1…Pachinko machine (amusement machine) TA…the icon
Claims
1. a setting means for setting one of a plurality of game states including a first game state and a second game state that is more advantageous to a player than the first game state; A special pattern variable display means for displaying the special pattern in a predetermined stop mode after the special pattern is variably displayed; A performance execution means capable of executing a predetermined performance, The performance execution means includes: The icon corresponding to the variable display of the special pattern can be displayed in a predetermined display mode, It is possible to execute a special effect that branches into two performance modes, A gaming machine characterized in that, after a branch in the special presentation, the icon is sometimes displayed in a specific manner that can suggest that there is a high possibility that the second gaming state will be set.
2. 2. The gaming machine according to claim 1, Equipped with a large prize opening that can be opened and closed, The first gaming state and the second gaming state are both gaming states in which the big prize opening can be opened and closed, A gaming machine characterized in that, when the icon is displayed in the specific manner after a branch in the special presentation, the subsequent gaming state is more likely to be set to the second gaming state than to the first gaming state.
3. 2. The gaming machine according to claim 1, Equipped with a large prize opening that can be opened and closed, The first gaming state is a gaming state in which the big prize opening does not open or close, The second gaming state is a gaming state in which the big prize opening can be opened and closed, A gaming machine characterized in that, when the icon is displayed in the specific manner after a branch in the special presentation, the subsequent gaming state is more likely to be set to the second gaming state than to the first gaming state.
4. A gaming machine according to any one of claims 1 to 3, The icon may be displayed in the specific manner before the branching of the special effect, A gaming machine characterized in that if the icon is displayed in the specific manner before the branching of the special effect, the gaming state is then set to the second gaming state.
Citation Information
Patent Citations
Game machine
JP2022086160A