Game machine

By integrating interactive performance execution elements such as operation buttons, audio output, and dynamic displays, the gaming machine addresses the need for enhanced player engagement, improving the overall fun and enjoyment of the game.

JP2025074179APending Publication Date: 2025-05-13SANSEI R&D KK
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Patent Information

Application Number
JP2025030601
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-27
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

Conventional gaming machines lack features that enhance the fun and engagement of players, particularly in terms of interactive performance execution and dynamic visual and audio feedback.

Method used

The gaming machine incorporates performance execution means that include operation buttons, audio output, and display capabilities, allowing for dynamic image changes and sound outputs when players interact with the machine, enhancing the gaming experience.

Benefits of technology

This solution contributes to improving the fun of games by providing a more engaging and interactive experience through dynamic visual and audio elements, thereby enhancing player satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which contributes to increasing the interest of a game through a performance.SOLUTION: A front door 23 is provided with a normal button 40 and a four-way button 42 that can be operated by a player. When a game ball enters a first start port 11, a game control microcomputer 101 performs variable display of a first special symbol. A performance control microcomputer 121 can execute a character voice announcement during the variable display of the first special symbol. In the character voice announcement, a main character image G200 is displayed on a display unit 50a in response to the operation of the four-way button 42, and any one of a weapon A image G301, weapon B image G302, and weapon C image G303 is displayed on the main character image G200 in response to the operation of the normal button 40. After the main character image G200 is displayed, the voice of the main character is output from a speaker 52.SELECTED DRAWING: Figure 46
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Description

[Technical field]

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

[0002] In conventional gaming machines, a judgment is made based on the establishment of a starting condition, and a special game (jackpot game) is played based on the result of the judgment. For example, a judgment is made when a gaming ball enters a starting hole, and a round game accompanied by the opening of a big prize hole is played as a special game. A large number of prize balls can be obtained by making a gaming ball enter the big prize hole. The result of the judgment is shown to the player by the stopped state of the pattern, which is displayed by the pattern display means after displaying a changing pattern. In addition, the gaming machine is provided with an operation button that can be operated by the player, and a performance may be performed according to the operation of the operation button. For example, in the gaming machine of the following Patent Document 1, when the operation button is operated, a big prize notice is executed, which suggests the possibility of a big prize. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-195889 A Summary of the Invention [Problem to be solved by the invention]

[0004] There is room for improvement in the presentation. By incorporating improved presentation, it is expected that the entertainment value of the game will increase. The present invention has been made in consideration of the above circumstances. In other words, the object of the present invention is to provide a gaming machine that can increase the entertainment value of the game. [Means for solving the problem]

[0005] The gaming machine disclosed in this specification is a gaming machine for playing games using patterns, and is equipped with a performance execution means for performing a performance using a performance means including an operation means operable by a player, an audio output means capable of outputting audio, and a display means capable of displaying an image, wherein the performance execution means is capable of displaying a specific image on the display means when the operation means is operated during the variable display of patterns, and is capable of changing the display mode of the specific image when the operation means is operated while the specific image is being displayed, and may output a predetermined sound from the audio output means after the specific image is displayed. 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. 1 is a diagram according to a basic embodiment, and is a front view of the gaming machine. [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 first block diagram of a portion 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. 1 is a diagram relating to the first embodiment, and is an explanatory diagram showing specific examples of indicators installed on a game board. [Figure 18] FIG. 2 is a second block diagram of the parts relating to the control of the gaming machine. [Figure 19] FIG. 4 is an explanatory diagram showing a specific example of information that can be stored in the main control unit. [Figure 20] 4 is a flowchart showing a specific example of main control processing performed by a main control unit. [Figure 21] 10 is a flowchart showing a specific example of a main-side timer interrupt process performed by a main control unit. [Figure 22] 13 is a flowchart showing a specific example of special diagram and special signal processing for main side timer interrupt processing. [Diagram 23] 13 is a flowchart showing a specific example of processing during special drawing standby for special drawing / special call processing. [Figure 24] 13 is a flowchart showing a specific example of processing during variable display of special charts during special chart / special call processing. [Diagram 25] 13 is a flowchart showing a specific example of processing during special drawing confirmation in special drawing / special telephone processing. [Figure 26] 13 is a flowchart showing a specific example of processing during the opening of special charts and special calls. [Figure 27] 13 is a flowchart showing a specific example of in-round processing of special drawings and special calls. [Figure 28]13 is a flowchart showing a specific example of processing during the ending of special chart and special call processing. [Figure 29] 13 is a flowchart showing a specific example of a display process of a main-side timer interrupt process. [Diagram 30] A flowchart showing a specific example of right-hit state LED processing of the display processing. [Diagram 31] A flowchart showing a specific example of status 4 processing of right-hit status LED processing. [Diagram 32] A flowchart showing a specific example of status 1 processing of right-hit status LED processing. [Diagram 33] 13 is a flowchart showing a specific example of output processing in main-side timer interrupt processing. [Diagram 34] 13 is a flowchart showing a specific example of sub-control main processing performed by the performance control unit. [Diagram 35] 13 is a flowchart showing a specific example of 10 ms timer interrupt processing performed by the performance control unit. [Diagram 36] 13 is a flowchart showing a specific example of a received command analysis process in a 10 ms timer interrupt process. [Figure 37] FIG. 11 is an explanatory diagram showing a specific example of an opening performance. [Figure 38] An explanatory diagram showing a specific example of a right-hit continuation effect. [Figure 39] An explanatory diagram showing a specific example of a left-hit confirmation effect. [Diagram 40] An explanatory diagram showing a specific example of a right-hit confirmation effect. [Diagram 41] An explanatory diagram showing the flow from the start of the first win to the end of the time-saving state. [Diagram 42] 1 is a perspective view showing a first specific example of a gaming machine. [Diagram 43] FIG. 11 is an explanatory diagram showing a first specific example of the presentation flow of the special chart change presentation. [Diagram 44] FIG. 2 is an explanatory diagram showing a first specific example of a performance control unit. [Diagram 45](A) is a specific example of a character voice preview selection table, (B) is a specific example of a voice volume selection table, and (C) is a specific example of a cut-in preview selection table. [Figure 46] FIG. 2 is an explanatory diagram showing a first specific example of a character voice preview. [Figure 47] This is a first specific example of a character voice preview, and is an explanatory diagram showing a continuation of Figure 46. [Figure 48] An explanatory diagram showing a specific example of a cut-in preview. [Figure 49] FIG. 13 is an explanatory diagram showing a first specific example of a roulette notice. [Figure 50] FIG. 11 is a perspective view showing a second specific example of the gaming machine. [Figure 51] FIG. 2 is an explanatory diagram showing a first specific example of a movable body. [Figure 52] An explanatory diagram showing a second specific example of the presentation flow of the special chart change presentation. [Figure 53] FIG. 11 is an explanatory diagram showing a second specific example of the performance control unit. [Figure 54] (A) is a specific example of a character voice preview selection table, (B) is a specific example of a gimmick light intensity selection table, and (C) is a specific example of a gimmick preview selection table. [Figure 55] An explanatory diagram showing a second specific example of a character voice preview. [Figure 56] This is a second specific example of a character voice preview, and is an explanatory diagram showing a continuation of Figure 54. [Figure 57] FIG. 11 is an explanatory diagram showing a first specific example of a gimmick announcement. [Figure 58] FIG. 13 is an explanatory diagram showing a second specific example of a roulette notice. [Figure 59] FIG. 11 is a perspective view showing a third specific example of the gaming machine. [Figure 60] FIG. 11 is an explanatory diagram showing a second specific example of a movable body. [Figure 61] An explanatory diagram showing a third specific example of the presentation flow of the special chart change presentation. [Figure 62] FIG. 11 is an explanatory diagram showing a third specific example of a performance control unit. [Figure 63] (A) is a specific example of a character voice preview selection table, (B) is a specific example of a gimmick light intensity selection table, and (C) is a specific example of a gimmick preview selection table. [Figure 64] An explanatory diagram showing a third specific example of a character voice preview. [Figure 65] This is a third specific example of a character voice preview, and is an explanatory diagram showing a continuation of Figure 62. [Figure 66] An explanatory diagram showing a second specific example of a gimmick announcement. [Figure 67] This is a special chart determination table relating to the fifth embodiment. [Figure 68] (A) is a special chart fluctuation pattern determination table for special chart 1 in a low base state, and (B) is a special chart fluctuation pattern determination table for special chart 2 in a high base state. [Figure 69] FIG. 13A is a diagram showing the display section for the daytime presentation mode among the normal presentation modes, and FIG. 13B is a diagram showing the display section for the night festival presentation mode among the normal presentation modes. [Figure 70] A figure showing the appearance of the performance patterns in the night festival performance mode. [Figure 71] A figure showing a specific example of a variable presentation using presentation patterns in the night festival presentation mode. [Figure 72] A figure showing a specific example of a festival-specific presentation using skewer images in the night festival presentation mode. [Figure 73] A figure showing an example of the execution of a change effect and a festival-specific effect when there is a miss change in the night festival effect mode. [Figure 74] A figure showing an example of the execution of change effects and festival-specific effects in the case of a jackpot change in the night festival effect mode. [Figure 75] These are lottery tables for various preview effects in the night festival performance mode, where (A) is a lottery table for the Kushi Chance preview, (B) is a lottery table for the screen deformation preview, and (C) is a lottery table for the streamline effect preview. [Figure 76] A figure showing a specific example of a screen deformation notice in the night festival production mode. [Figure 77] 11 is a timing chart showing the types of deformation patterns in the screen deformation preview. [Figure 78] A figure showing a specific example of when a streamline effect announcement is executed during a screen deformation announcement. [Figure 79] A figure showing a specific example of a case where an error notification is made based on the detection of a specified error (vibration error) during a screen deformation announcement. [Figure 80] FIG. 13 is a front view of the gaming machine according to the sixth embodiment. [Figure 81] FIG. 13 is a diagram showing that the volume setting value can be changed. [Figure 82] FIG. 13 is a diagram showing that a light intensity setting value can be changed. [Figure 83] This is a variable performance pattern selection table. [Figure 84] A diagram showing a presentation flow according to a variable presentation pattern. [Figure 85] FIG. 13 is a diagram showing a specific example of a paired bank reach. [Figure 86] This is a diagram showing a specific example of a pair of bank reaches following Figure 85. [Figure 87] FIG. 13 is a diagram showing a specific example of a solo reach. [Figure 88] This figure shows a specific example of a solo reach following Figure 87. [Figure 89] This is a timing chart showing the change in the volume of the speaker's sound effect and the change in the amount of light emitted by the board lamp and frame lamp when a failed band combination reach is performed. [Figure 90] This is a timing chart showing the change in the volume of the speaker's sound effects and the change in the light intensity of the board lamp and frame lamp's sound effects when a failed band combination reach is performed and a volume change operation and a light intensity change operation are performed while a break image is being displayed. [Figure 91]This is a timing chart showing the change in the volume of the speaker's sound effects and the change in the light intensity of the board lamp and frame lamp's sound effects when a failed band battle reach is performed and a volume change operation and a light intensity change operation are performed while an image of a band performance is being displayed. [Figure 92] This is a timing chart showing the change in the volume of the speaker's sound effects and the change in the light intensity of the board lamp and frame lamp's light effects when a failed band battle is performed, an error notification is made based on error detection while an image of the band performance is being displayed, and a volume change operation and a light intensity change operation are performed during the error notification period. [Figure 93] FIG. 2 is a simplified block diagram showing a performance control unit. [Figure 94] 13 is a flowchart of a volume change process performed by a performance control unit. [Figure 95] This is the lottery table for the cheer cut-in announcement. [Figure 96] A figure showing a specific example of a cheer cut-in announcement. 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> Each embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment on which each 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 uses an opening / closing solenoid to open and close the opening / closing member 12k, thereby putting the second starting hole 12 into either a closed state (closed state) in which the game ball does not enter or is difficult to enter, or an open state (open state) in which the game ball enters the second starting hole 12 more easily than in the closed state. The winning device including the second starting hole 12 and the opening / closing member 12k is called an electric chute.

[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 performance display, a board lamp 54 capable of emitting light in a predetermined luminous color, a right hit lamp 54a capable of emitting light in a predetermined luminous color, and a 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 composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, a plurality of LEDs. The right hit lamp 54a is installed to the right of the display unit 50a and is composed of, for example, one LED. The word "right hit" is written near the right hit lamp 54a. The board movable body 55k is installed in front of and above the display unit 50a. The 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 player of 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 (changing display) and stop display of special symbols (special patterns), variable display (changing display) and stop display of regular symbols, number of reserved special symbols 1, number of reserved special symbols 2, number of reserved regular symbols, current game status, right-hitting status, 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 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. The jackpot game and the small jackpot game may be called special games.

[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 a first special chart (also called special chart 1). The variable display of the first special chart is, for example, a display in which two LEDs in 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 stop display of the first special chart in a manner that indicates the result of the jackpot judgment. The manner of the stop display of the first special chart includes a manner that indicates a jackpot win (for example, two LEDs in the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED in the upper left is lit), and a manner that indicates a miss (for example, only the other LED in 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 a second special chart (also called special chart 2). 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 stop display of the second special chart in a manner that indicates the result of the jackpot judgment. The stop display manner 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. In addition, the low probability low base game state is abbreviated as the low probability low base state, the low probability high base game state is abbreviated as the low probability high base state, the high probability low base game state is abbreviated as the high probability low base state, the high probability high base game state is abbreviated as the high probability high base state, the normal game state is abbreviated as the normal state, the time-saving game state is abbreviated as the time-saving state, the potential probability game state is abbreviated as the potential probability state, and the probability variable game state is abbreviated as the probability variable state. In addition, the low base state is also called the non-time-saving state, and the low probability state is also called the normal probability state. In addition, the big win game state, the high probability state, and the high base state can all be said to be advantageous states that are advantageous to the player.

[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, in the non-time-saving state, the player shoots the game ball toward the left part of the game area 6 to aim at the first starting hole 11 installed in the center of the game area 6, so the "low probability low base game state" and the "high probability low base game state" can also be called left-handed hitting states. In addition, in the time-saving state, the player shoots the game ball toward the right part of the game area 6 to aim at the second starting hole 12 installed in the right part of the game area 6, so the "low probability high base game state" and the "high probability high base game state" can also be called right-handed hitting states.

[0052] 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".

[0053] 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".

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] In addition, the jackpot game state can also be called a right-hitting state, since the player plays by firing the game ball toward the right part of the game area 6 in order to aim at the first large prize slot 14 or the second large prize slot 15 located on the right part of the game area 6.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0084] 8-2-3.SP Reach The pachinko game machine PY1 can perform an SP reach after an N reach. The SP reach is, for example, a reach effect that displays a scene in which a main character and an enemy character are battling, and functions as an effect that suggests that there is a high possibility of a big win being played.

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

[0086] 8-2-4.SPSP Reach The pachinko game machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene in which a main character and a strong enemy character battle each other, and functions as an effect that suggests that there is a high possibility of a big win being played.

[0087] In the SPSP reach, the pachinko game machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat enemy B!". After that, the pachinko game machine PY1 displays a main character image G200 representing a main character and a strong enemy character image G202 representing a strong enemy character on the display unit 50a as shown in FIG. 9(B), and displays a video of the main character and the strong enemy character battling on the display unit 50a. Then, when the battle reaches its final stage, the pachinko game machine PY1 displays the main character rejoicing at 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), it displays the strong enemy character rejoicing at the victory in the battle to suggest a miss, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a manner to suggest a miss. Note that the content of the SPSP reach performance can be changed as appropriate.

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

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

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

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

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

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

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

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

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

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

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

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

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

[0101] The pachinko game machine PY1 performs a look-ahead performance in response to storing the special chart 1 reservation or the special chart 2 reservation. Here, the look-ahead performance for the special chart 1 reservation is exemplified. 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 based on the result of the look-ahead judgment for the special chart 1 reservation, as shown in FIG. 10(C), instead of the usual "〇" icon image. The "☆" icon image (icon image of the special mode) is an image that suggests a higher jackpot expectation than the "〇" icon image (icon image of the normal mode). In this way, the performance of displaying the special mode icon image is also called a reservation change performance. The look-ahead performance content can be changed as appropriate.

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

[0103] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game state, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs winning information of game balls from winning devices (first start port 11, second start port 12, gate 13, first big winning port 14, second big winning port 15, general winning port 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands issued in response to 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 issued in response to game control (special figure 1 reservation, special figure 2 reservation, normal figure reservation, etc.), etc.

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

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

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

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

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

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

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

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

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

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

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

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

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

[0117] 9-3. Commands The game control microcomputer 101 can output the performance command issued in response to the control of the game to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can issue the following commands.

[0118] 9-3-1. Winning Command The winning command is issued in relation to the winning of the game ball into various winning devices (first start port 11, second start port 12, gate 13, first large winning port 14, second large winning port 15, general winning port 10, etc.). The winning commands include a first start port command issued when the game ball wins into the first start port 11, a second start port command issued when the game ball wins into the second start port 12, a gate command issued when the game ball passes through the gate 13, a first large winning port command issued when the game ball wins into the first large winning port 14, a first large winning port command issued when the game ball wins into the second large winning port 15, a general winning port command issued when the game ball wins into the general winning port 10, etc.

[0119] 9-3-2. Special command The special chart command is issued 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 issued when the change pattern of the special chart is determined, a special chart stop pattern command issued when the stop pattern of the special chart is determined, a special chart start command issued when the variable display of the special chart starts, and a special chart confirmation command issued when the stop display of the special chart is determined.

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

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

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

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

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

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

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

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

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

[0129] First, the indicators 8 installed on the game board 1 will be specifically described with reference to Fig. 17. As shown in Fig. 17, the indicators 8 are composed of a special chart 1 LED 8a for indicating the variable display / stop display of special chart 1, a special chart 2 LED 8b for indicating the variable display / stop display of special chart 2, a regular chart LED 8c for indicating the variable display / stop display of regular chart, a special chart 1 reserved LED 8d for indicating the number of reserved special charts 1, a special chart 2 reserved LED 8e for indicating the number of reserved special charts 2, a regular chart reserved LED 8f for indicating the number of reserved regular charts, a game status LED 8g for indicating the current game status, and a right-hit status LED 8h for indicating the right-hit status.

[0130] The special chart 1 LED 8a consists of two LEDs. During the variable display of the special chart 1, the two LEDs are alternately lit at a predetermined interval. On the other hand, during the stop display of the special chart 1, if the stop pattern is a "jackpot Wα pattern", both of the two LEDs are lit, if the stop pattern is a "jackpot Xα pattern", only the left LED of the two LEDs is lit, and if the stop pattern is a "miss A pattern", only the right LED of the two LEDs is lit. In the first embodiment, a case where the "jackpot Yα pattern", "jackpot Zα pattern" and "miss B pattern" are made unstoppable will be described, but if these stop patterns are made stoppable, the number of LEDs may be increased to make the LEDs light up so that each stop pattern can be distinguished.

[0131] The special chart 2 LED8b consists of two LEDs. During the variable display of the special chart 2, the two LEDs are alternately lit at a predetermined interval. On the other hand, during the stop display of the special chart 2, if the stop pattern is a "jackpot Wα pattern", both of the two LEDs are lit, if the stop pattern is a "jackpot Xα pattern", only the left LED of the two LEDs is lit, and if the stop pattern is a "miss A pattern", only the right LED of the two LEDs is lit. In the first embodiment, a case where the "small win pattern" cannot be stopped is described, but if this stop pattern is made stoppable, the number of LEDs may be increased to light up the LEDs so that each stop pattern can be distinguished.

[0132] The normal map LED8c consists of two LEDs. During the variable display of the normal map, the two LEDs light up alternately at a specified interval. On the other hand, during the stop display of the normal map, if the stop pattern indicates a "win", both of the two LEDs light up, and if the stop pattern indicates a "lose", only the right LED of the two LEDs lights up.

[0133] The special chart 1 reserved LED 8d consists of two LEDs. When the special chart 1 reserved number is "0", both of the two LEDs are turned off. When the special chart 1 reserved number is "1", only the left LED of the two LEDs is lit. When the special chart 1 reserved number is "2", both of the two LEDs are lit. When the special chart 1 reserved number is "3", the left LED of the two LEDs flashes and the right LED of the two LEDs is lit. When the special chart 1 reserved number is "4", both of the two LEDs flash.

[0134] The Special Chart 2 Pending LED 8e consists of two LEDs. When the Special Chart 2 Pending number is "0", both of the two LEDs are turned off. When the Special Chart 2 Pending number is "1", only the leftmost of the two LEDs is lit. When the Special Chart 2 Pending number is "2", both of the two LEDs are lit. When the Special Chart 2 Pending number is "3", the leftmost of the two LEDs flashes and the rightmost of the two LEDs is lit. When the Special Chart 2 Pending number is "4", both of the two LEDs flash.

[0135] The regular map reserve LED 8f consists of two LEDs. When the regular map reserve number is "0", both of the two LEDs are off. When the regular map reserve number is "1", only the leftmost of the two LEDs is lit. When the regular map reserve number is "2", both of the two LEDs are lit. When the regular map reserve number is "3", the leftmost of the two LEDs flashes and the rightmost of the two LEDs is lit. When the regular map reserve number is "4", both of the two LEDs flash.

[0136] The game state LED 8g consists of two LEDs. When the game state is a "low probability low base game state", both of the two LEDs are turned off. When the game state is a "low probability high base game state", only the left LED of the two LEDs is turned on. When the game state is a "high probability high base game state", both of the two LEDs are turned on. In the first embodiment, a case is described in which the "high probability low base game state" cannot be set, but when the "high probability low base game state" is set, only the right LED of the two LEDs may be turned on.

[0137] The right-hit state LED 8h consists of one LED. When the game state is the "jackpot game state", the "low probability high base game state" or the "high probability high base game state", in other words, when the game is in the right-hit state in which the game ball is shot toward the right side of the game area 6, one LED lights up (also called "display").

[0138] Next, the control system of the pachinko game machine PY1 will be specifically described with reference to Figures 18 and 19. As shown in Figure 18, the pachinko game machine PY1 is provided with a main control unit 100, which is provided with a game control microcomputer 101 having a CPU, ROM, and RAM, a main input unit 104 having an input port 104a, an output port 105a, a main output unit 105 having a driver circuit 105b and a buffer circuit 105c, and a data bus 106 connecting the game control microcomputer 101, the main input unit 104, and the main output unit 105.

[0139] The game control microcomputer 101 is provided with a crystal oscillator 101d that generates a clock that serves as a reference for the CPU's operating clock, timer interrupts, and random number generation circuit. The ROM of the game control microcomputer 101 stores information (programs, etc.) necessary for game control in a non-volatile manner. Meanwhile, the RAM of the game control microcomputer 101 is used as a storage area for data and signals created in response to game control.

[0140] In addition, the game control microcomputer 101 is provided with a RAM clear switch 101e, and by operating the RAM clear switch 101e, the information stored in the RAM of the game control microcomputer 101 can be forcibly initialized.

[0141] The CPU of the game control microcomputer 101 executes a game control program stored in the ROM, issues commands to be output to the performance control unit 120, outputs operation data for the opening and closing solenoids of the first large winning opening 14, the second large winning opening 15, and the second starting opening 12, and outputs display data for the displays 8, thereby controlling the game of the pachinko game machine PY1. Although not shown, the game control microcomputer 101 is provided with a random number generation circuit for generating random numbers and the like related to various judgments, and a clock generator for generating a timer interrupt signal of a predetermined period (for example, 4 ms) for the CPU and a clock for providing an update timing for the random number generation circuit.

[0142] In addition, various detection switches that detect the entry of game balls into various winning devices (first start port 11, second start port 12, gate 13, first large prize port 14, second large prize port 15, general prize port 10, etc.) are connected to the main input unit 104 of the main control unit 100, and the detection signals of the various detection switches are read into the game control microcomputer 101 via the data bus 106.

[0143] The output port 105a provided in the main output section 105 of the main control section 100 is for outputting operation data of the opening and closing solenoids of the first large winning opening 14, the second large winning opening 15 and the second starting opening 12, display data of the displays 8, and external information of the pachinko game machine PY1, and the operation data, display data and external information stored in the RAM of the game control microcomputer 101 are output to the driver circuit 105b via the data bus 106, and the opening and closing solenoids are operated, and the displays of the displays 8 and external output are performed.

[0144] The buffer circuit 105c provided in the main output unit 105 of the main control unit 100 is for outputting commands to the performance control unit 120, and the commands issued by the CPU of the game control microcomputer 101 are output to the buffer circuit 105c without being stored in the RAM of the game control microcomputer 101, and are output to the performance control unit 120 in the order in which they were output, regardless of the main side timer interrupt processing described later. In other words, the buffer circuit 105c can be said to be a circuit that temporarily stores the commands issued by the CPU of the game control microcomputer 101 until they are output to the performance control unit 120. Note that the communication path from the game control microcomputer 101 to the performance control unit 120 is one-way communication so that input from the performance control unit 120 to the main control unit 100 is impossible, and the main control unit 100 outputs a strobe signal to inform the performance control unit 120 of the command output prior to the command output.

[0145] Here, with reference to Fig. 19, information that can be stored in the RAM of the game control microcomputer 101 will be described. As shown in Fig. 19, the RAM of the game control microcomputer 101 is provided with a winning information storage area 101c1, a reserved storage area 101c2, a judgment result storage area 101c3, a high probability flag 101c4, a time-saving flag 101c5, a status storage area 101c6, a display data storage area 101c7, and an operation data storage area 101c8.

[0146] The winning information memory area 101c1 is a memory area that stores winning information corresponding to the winning device into which the game ball won, the reserve memory area 101c2 is a memory area that stores random number values ​​relating to the special chart 1 reserve, the special chart 2 reserve and the regular chart reserve, and the judgment result memory area 101c3 is a memory area that stores the results of the jackpot judgment and the results of the win judgment, etc.

[0147] The high probability flag 101c4 is a storage area for storing information for distinguishing whether the gaming state is a normal probability state or a high probability state, and the time-saving flag 101c5 is a storage area for storing information for distinguishing whether the gaming state is a non-time-saving state or a time-saving state. For example, when the gaming state is a "high probability high base gaming state", "1" is stored in the high probability flag 101c4 and "1" is stored in the time-saving flag 101c5. The status storage area 101c6 is a storage area for storing information for distinguishing the current status, the details of which will be described later.

[0148] The display data memory area 101c7 is a memory area that stores display data related to the display of the display devices 8, and the operation data memory area 101c8 is a memory area that stores operation data related to the operation of the opening and closing solenoids of the second starting port 12, the first large prize port 14 and the second large prize port 15.

[0149] In addition, as shown in FIG. 18, the pachinko game machine PY1 is equipped with a performance control unit 120, which includes a performance control microcomputer 121 having a CPU, ROM, and RAM, an interface chip 122 which inputs commands output from the main control unit 100, an image control unit 123 for controlling the image to be displayed on the image display device 50, an audio control unit 124 for controlling the audio output from the speaker 52, a lamp control unit 125 for illuminating the LEDs of the frame lamp 53 and the board lamp 54, and a movable body control unit 126 for moving the on-board movable body 55k.

[0150] The ROM of the performance control microcomputer 121 stores information (programs, etc.) necessary for performance control, while the RAM of the performance control microcomputer 121 is used as a storage area for data and signals created in response to performance control.

[0151] The CPU of the performance control microcomputer 121 executes a performance control program stored in the ROM, and controls the performance of the pachinko game machine PY1 using the image display device 50, speaker 52, frame lamp 53, board lamp 54, and board movable body 55k under the control of the image control unit 123, sound control unit 124, lamp control unit 125, and movable body control unit 126. In addition, although not shown, the performance control microcomputer 121 is provided with a random number generation circuit for generating random numbers and the like related to various judgments, and a clock generator for generating a timer interrupt signal of a predetermined period (for example, 10 ms) for the CPU and a clock for providing an update timing for the random number generation circuit.

[0152] Next, the processing executable by the CPU of the game control microcomputer 101 will be described with reference to Fig. 20 to Fig. 33. First, the main control processing will be specifically described with reference to Fig. 20. When the power supply of the pachinko game machine PY1 is turned on, the CPU of the game control microcomputer 101 reads a processing program from the ROM of the game control microcomputer 101 and performs the main control processing.

[0153] In the main control process, as shown in Fig. 20, first, a power-on process (S001) is performed. In the power-on process (S001), permission to access the RAM of the game control microcomputer 101, settings of the CPU of the game control microcomputer 101, settings of the cycle of the timer interrupt signal, etc. are performed.

[0154] When the power-on process (S001) is completed, interrupts are prohibited (S002) and random number update process (S003) is performed. In the random number update process (S003), random numbers (jackpot random number, jackpot pattern random number, winning random number, change pattern random number, etc.) for determining the normal stop pattern, the special stop pattern, the special pattern change pattern, etc. are updated.

[0155] When the random number update process (S003) ends, an interrupt is permitted (S004). While the interrupt is permitted, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on a timer interrupt signal that occurs at 4 ms intervals. That is, the main side timer interrupt process (S005) is executed at 4 ms intervals. Then, after the main side timer interrupt process (S005) ends, the random number value is repeatedly updated by the random number update process (S003) until the next main side timer interrupt process (S005) starts. Note that if a timer interrupt signal is input when the interrupt is prohibited, the main side timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).

[0156] Next, the main side timer interrupt process (S005) will be specifically described with reference to Fig. 21. When a timer interrupt signal is input while an interrupt is enabled, the CPU of the game control microcomputer 101 reads a processing program from the ROM of the game control microcomputer 101 and performs the main side timer interrupt process (S005).

[0157] In the main timer interrupt process (S005), as shown in Fig. 21, first, input process (S101) is performed. In the input process (S101), it is monitored whether or not a game ball has won a prize in each winning device (first start port 11, second start port 12, gate 13, first large prize port 14, second large prize port 15, general prize port 10, etc.). If a prize has been won, winning information corresponding to each winning device is stored in the winning information storage area 101c1.

[0158] When the input process (S101) is completed, the prize ball process (S102) is performed. In the prize ball process (S102), if winning information is stored in the winning information storage area 101c1, a payout operation is performed to pay out prize balls corresponding to the type of winning device corresponding to the winning information to the upper tray 34. In the first embodiment, the game control microcomputer 101 performs the payout operation, but a payout control microcomputer for performing the payout operation may be provided separately, and the payout control microcomputer may perform the payout operation in response to an instruction from the game control microcomputer 101.

[0159] When the winning ball process (S102) is completed, the switch process (S103) is performed. In the switch process (S103), if winning information is stored in the winning information storage area 101c1, a winning command corresponding to the type of winning device corresponding to this winning information is issued. The issued winning command is temporarily stored in the buffer circuit 105c. Also, in the switch process (S103), if winning information related to the first start port 11, the second start port 12, or the gate 13 is stored in the winning information storage area 101c1, the random number value updated by the random number update process (S003) is acquired. The acquired random number value is stored in the reserved storage area 101c2. Even if the winning information storage area 101c1 stores winning information related to the first start gate 11, the second start gate 12, or the gate 13, if the reserved storage area 101c2 already stores a predetermined upper limit number (here, 4 for each), no new random number is stored. In the first embodiment, the upper limit number of random number values ​​that can be stored by winning the first start gate 11 is "4", the upper limit number of random number values ​​that can be stored by winning the second start gate 12 is "4", and the upper limit number of random number values ​​that can be stored by winning the gate 13 is "4", but each upper limit number may be changed. In addition, in the switch process (S103), when a new random number value is stored in the reserved storage area 101c2, a reserved command (special figure 1 reserved increase command, special figure 2 reserved increase command, normal figure reserved increase command) is issued. The issued reserved command is temporarily stored in the buffer circuit 105c.

[0160] When the switch process (S103) is completed, the normal map / normal power process (S104) is performed. In the normal map / normal power process (S104), when the start condition of the variable display of the normal map is established, a win determination, a winning pattern determination, and a subtraction of the number of reserved normal maps are performed based on the random number value related to the reserved normal map stored in the reserved memory area 101c2. In addition, in the normal map / normal power process (S104), when the start condition of the variable display of the normal map is established, a normal map command (normal map start command) and a reserved command (reduced reserved normal map command) are issued, and when the start condition of the auxiliary game is established, an auxiliary game command is issued. The issued normal map command, reserved command, and auxiliary game command are temporarily stored in the buffer circuit 105c. In addition, in the normal map / normal power process (S104), when the start condition of the auxiliary game is established, operation data for performing the auxiliary game (opening the second start hole 12) is created. The created action data is stored in the action data storage area 101c8.

[0161] When the normal map and normal transmission processing (S104) is completed, the special map and special transmission processing (S105) is performed. The details of the special map and special transmission processing will be described later.

[0162] When the special image and special signal processing (S105) is completed, a display processing (S106) is performed. The display processing will be described in detail later.

[0163] When the display process (S106) is completed, external information process (S107) is performed. In the external information process (S107), external information corresponding to the data stored in the RAM of the game control microcomputer 101 is output to the outside of the pachinko game machine PY1.

[0164] When the external information processing (S107) is completed, an output processing (S108) is performed, the details of which will be described later.

[0165] Next, the details of the special drawing and special power processing (S105) will be specifically described with reference to Fig. 22 to Fig. 28. When the normal drawing and normal power processing (S104) is completed, the CPU of the game control microcomputer 101 reads a processing program from the ROM of the game control microcomputer 101 and performs the special drawing and special power processing (S105).

[0166] In the special chart and special call processing (S105), as shown in Fig. 22, first, a status confirmation process (S1051) is performed. In the status confirmation process (S1051), the current status is confirmed. There are six types of status, status 1 to status 6, and the CPU of the game control microcomputer 101 overwrites the current status in the status storage area 101c6 and stores it every time the status is changed.

[0167] Status 1 indicates a state in which the special chart is waiting, status 2 indicates a state in which the special chart is being variably displayed, status 3 indicates a state in which the special chart is being determined, status 4 indicates a state in which the big win is opening, status 5 indicates a state in which a round is being played, and status 6 indicates a state in which the big win is ending. In the first embodiment, a case in which a small win game is made impossible to play will be described, but when a small win game is made playable, in addition to statuses 1 to 6, status 7 indicating a state in which a small win game is being played may be provided.

[0168] When the status confirmation process (S1051) is completed, if status 1 is stored in the status memory area 101c6, a special chart waiting process (S1052) is performed, if status 2 is stored in the status memory area 101c6, a special chart variable display process (S1053) is performed, if status 3 is stored in the status memory area 101c6, a special chart confirmation process (S1054) is performed, if status 4 is stored in the status memory area 101c6, an opening process (S1055) is performed, if status 5 is stored in the status memory area 101c6, a round process (S1056) is performed, and if status 6 is stored in the status memory area 101c6, an ending process (S1057) is performed.

[0169] In the special chart waiting process (S1052) performed in the case of status 1, as shown in FIG. 23, first, it is determined whether the waiting time has elapsed (S10521). The waiting time is the time from the end of the stop time of the previous special chart to the start of the variable display of the next special chart, and the elapse of the waiting time can be said to be the establishment of the start condition of the variable display of the special chart. If the waiting time has not elapsed (S10521: NO), the special chart waiting process is terminated, and if the waiting time has elapsed (S10521: YES), the process proceeds to S10522 and a jackpot determination process is performed. In the jackpot determination process, a jackpot determination, a determination of the type of the stopped pattern of the special chart, a determination of the type of the variable pattern of the special chart, and a subtraction of the number of reserved special charts are performed based on the random number value related to the reserved special chart stored in the reserved memory area 101c2. The determination result obtained in the jackpot determination process is stored in the determination result memory area 101c3.

[0170] When the jackpot determination process is completed, the process proceeds to S10523, where a special symbol command (special symbol stop symbol command, special symbol change pattern command, and special symbol start command) is issued, and a hold command (special symbol 1 hold decrease command or special symbol 2 hold decrease command) is issued. The issued special symbol command and hold command are temporarily stored in the buffer circuit 105c. When the special symbol command and hold command are issued, the process proceeds to S10524, where the status stored in the status storage area 101c6 is overwritten with status 2, and the special symbol waiting process is terminated.

[0171] In the special chart variable display process (S1053) performed in the case of status 2, as shown in FIG. 24, first, it is determined whether the variable display time has elapsed (S10531). The variable display time is the time from when the variable display of the special chart starts to when it ends, and the variable display time differs depending on the type of the change pattern. If the variable display time has not elapsed (S10531: NO), the special chart variable display process is terminated, and if the variable display time has elapsed (S10531: YES), the process proceeds to S10532 and a special chart command (special chart confirmation command) is issued. The issued special chart command is temporarily stored in the buffer circuit 105c. When the special chart command is issued, the process proceeds to S10533, the status stored in the status storage area 101c6 is overwritten with status 3, and the special chart variable display process is terminated.

[0172] In the special chart confirmation process (S1054) performed in the case of status 3, as shown in FIG. 25, first, it is determined whether the stop time has elapsed (S10541). The stop time is the time from when the stop display of the special chart starts to when it ends (for example, 500 ms). If the stop time has not elapsed (S10541: NO), the special chart confirmation process is terminated, and if the stop time has elapsed (S10541: YES), the process proceeds to S10542, where it is determined whether the end condition of the time-saving state has been established. In the first embodiment, the stop symbols indicating a "jackpot win" are "jackpot Wα symbol" and "jackpot Xα symbol", and in both the "high probability high base game state" after the "jackpot game Wα" that is performed when the "jackpot Wα symbol" is stopped and the "low probability high base game state" after the "jackpot game Xα" that is performed when the "jackpot Xα symbol" is stopped and displayed, the time-saving state is terminated by performing the variable display of the special symbol only 100 times, but the upper limit number of times in the "high probability high base game state" and the upper limit number of times in the "low probability high base game state" may be different from each other. Note that the time-saving state is set only in the "high probability high base game state" and the "low probability high base game state" as described above, so that in game states other than these, it is always determined that the end condition of the time-saving state is not established.

[0173] If it is determined in S10542 that the condition for terminating the time-saving state has not been met (S10542: NO), the process proceeds to S10543, and a determination is made as to whether or not the type of the special symbol stored in the determination result memory area 101c3 is a symbol indicating a "jackpot win."

[0174] When it is determined in S10543 that the stopped symbol indicates a "jackpot win" (S10543: YES), the process proceeds to S10544, where a jackpot game command (OP command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. The details will be described later, but based on this jackpot game command (OP command), a "right-hit confirmation performance" is performed. When the jackpot game command is issued, the process proceeds to S10545, where the information of the high probability flag 101c4 and the time-saving flag 101c5 are cleared to "0", the process proceeds to S10546, where the status stored in the status storage area 101c6 is overwritten with status 4, and the special symbol determination process is terminated.

[0175] Also, if it is determined in S10543 that the stopping pattern does not indicate a "jackpot win" (S10543: NO), the process proceeds to S10547, the status stored in the status memory area 101c6 is overwritten with status 1, and the special pattern determination process is terminated.

[0176] On the other hand, when it is determined in S10542 that the termination condition of the time-saving state is established (S10542: YES), the process proceeds to S10548, where a game state command (left-hit command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. Although details will be described later, a "left-hit confirmation performance" is performed based on this game state command. When the game state command is issued, the process proceeds to S10549, the information of the high probability flag 101c4 and the time-saving flag 101c5 is cleared to "0", and the process proceeds to S10543 (return). Therefore, when a "jackpot is won" in the jackpot determination related to the variable display of the special chart of the upper limit number of times in the "high probability high base game state" or the "low probability high base game state", a left-hit command is issued and then an OP command is issued. Incidentally, whether or not the process of S10549 is executed is used for the right-hit state LED process described later.

[0177] In the opening process (S1055) performed in the case of status 4, as shown in FIG. 26, first, it is determined whether or not the jackpot OP time has elapsed (S10551). The jackpot OP time is the time from the end of the stop time of the special chart to the start of the first round game (for example, 10000 ms). If the jackpot OP time has not elapsed (S10551: NO), the opening process is terminated, and if the jackpot OP time has elapsed (S10551: YES), the process proceeds to S10552 and a jackpot game command (round command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. In the first embodiment, the round command is issued only at the start of the first round game, but the round command may be issued at the start of all round games.

[0178] When a big win game command is issued in S10552, the process proceeds to S10553, where the operation data of the first big winning opening 14 or the operation data of the second big winning opening 15 is created. For example, the operation data in the case where only 10 round games in which the first big winning opening 14 is opened are performed includes data on the opening time of the first big winning opening 14 that is opened in each round game, and data on the closing time of the first big winning opening 14 that is closed in each round interval. The created operation data is stored in the operation data storage area 101c8. ​​In the first embodiment, the operation data of all round games is created at the start of the first round game, but it is also possible to create only the operation data of the round game at the start of each round game.

[0179] When the action data is created in S10553, the process proceeds to S10554, the status stored in the status storage area 101c6 is overwritten with status 5, and the opening process is terminated.

[0180] In the round processing (S1056) performed in the case of status 5, as shown in FIG. 27, first, it is determined whether the last round game has ended (S10561). If the last round game has not ended (S10561: NO), the round processing is terminated, and if the last round game has ended (S10561: YES), the process proceeds to S10562, where a big win game command (ED command) is issued. The issued big win game command is temporarily stored in the buffer circuit 105c. When the big win game command is issued, the process proceeds to S10563, where the status stored in the status storage area 101c6 is overwritten with status 6, and the round processing is terminated.

[0181] In the ending process (S1057) performed in the case of status 6, as shown in FIG. 28, first, it is determined whether or not the jackpot ED time has elapsed. The jackpot ED time is the time from the end of the last round of play to the end of the jackpot game state (for example, 10000 ms). If the jackpot ED time has not elapsed (S10571: NO), the ending process is terminated, and if the jackpot ED time has elapsed (S10571: YES), the process proceeds to S10572, where the information on the high probability flag 101c4 and the time-saving flag 101c5 are updated, and the process proceeds to S10573, where the status stored in the status storage area 101c6 is overwritten with status 1, and the ending process is terminated. In S10572, if the type of the special symbol stored in the determination result storage area 101c3 is a "jackpot Wα symbol", the high probability flag 101c4 is updated to "1" and the time-saving flag 101c5 is updated to "1", while if the type of the special symbol stored in the determination result storage area 101c3 is a "jackpot Xα symbol", the high probability flag 101c4 is updated to "0" and the time-saving flag 101c5 is updated to "1". Therefore, in the former case, the game state is switched from a "jackpot game state" to a "high probability high base game state", and in the latter case, the game state is switched from a "jackpot game state" to a "low probability high base game state".

[0182] Next, the display process (S106) will be described in detail with reference to Fig. 29 to Fig. 32. When the special chart and special electricity process (S105) is completed, the CPU of the game control microcomputer 101 reads out a processing program from the ROM of the game control microcomputer 101 and performs the display process (S106).

[0183] In the display process (S106), as shown in FIG. 29, first, the game status LED process (S1061) is performed. In the game status LED process (S1061), display data for the game status LED 8g is created based on the information stored in the high probability flag 101c4 and the time-saving flag 101c5. There are three types of display data for the game status LED 8g: low-probability low-base display data corresponding to "0" being stored in both the high probability flag 101c4 and the time-saving flag 101c5; low-probability high-base display data corresponding to "0" being stored in the high probability flag 101c4 and "1" being stored in the time-saving flag 101c5; and high-probability high-base display data corresponding to "1" being stored in the high probability flag 101c4 and "1" being stored in the time-saving flag 101c5. The created display data is stored in the display data storage area 101c7.

[0184] When the game status LED process (S1061) is completed, the normal map reserve LED process (S1062) is performed. In the normal map reserve LED process (S1062), display data for the normal map reserve LED 8f for notifying the number of normal map reserves is created based on the number of random numbers related to the normal map reserve stored in the reserve memory area 101c2. There are five types of display data for the general map reservation LED 8f: general map reservation 0 display data, where the number of random numbers related to the general map reservation stored in the reservation memory area 101c2 corresponds to "0", general map reservation 1 display data, where the number of random numbers related to the general map reservation stored in the reservation memory area 101c2 corresponds to "1", general map reservation 2 display data, where the number of random numbers related to the general map reservation stored in the reservation memory area 101c2 corresponds to "2", general map reservation 3 display data, where the number of random numbers related to the general map reservation stored in the reservation memory area 101c2 corresponds to "3", and general map reservation 4 display data, where the number of random numbers related to the general map reservation stored in the reservation memory area 101c2 corresponds to "4". The created display data is stored in the display data memory area 101c7.

[0185] When the normal drawing reservation LED processing (S1062) is completed, the special drawing 1 reservation LED processing (S1063) is performed. In the special drawing 1 reservation LED processing (S1063), display data for the special drawing 1 reservation LED 8d for notifying the special drawing 1 reservation number is created based on the number of random numbers related to the special drawing 1 reservation stored in the reservation memory area 101c2. The types of display data of the special drawing 1 reserved LED 8d are five types: special drawing 1 reserved 0 display data, in which the number of random numbers related to the special drawing 1 reserved stored in the reserved memory area 101c2 corresponds to "0", special drawing 1 reserved 1 display data, in which the number of random numbers related to the special drawing 1 reserved stored in the reserved memory area 101c2 corresponds to "1", special drawing 1 reserved 2 display data, in which the number of random numbers related to the special drawing 1 reserved stored in the reserved memory area 101c2 corresponds to "2", special drawing 1 reserved 3 display data, in which the number of random numbers related to the special drawing 1 reserved stored in the reserved memory area 101c2 corresponds to "3", and special drawing 1 reserved 4 display data, in which the number of random numbers related to the special drawing 1 reserved stored in the reserved memory area 101c2 corresponds to "4". The created display data is stored in the display data memory area 101c7.

[0186] When the special drawing 1 reserved LED processing (S1063) is completed, the special drawing 2 reserved LED processing (S1064) is performed. In the special drawing 2 reserved LED processing (S1064), display data for the special drawing 2 reserved LED 8e for notifying the number of reserved special drawings is created based on the number of random numbers related to the special drawing 2 reserved stored in the reserved memory area 101c2. The types of display data of the special drawing 2 reserved LED 8e are five types: special drawing 2 reserved 0 display data, in which the number of random numbers related to the special drawing 2 reserved stored in the reserved memory area 101c2 corresponds to "0", special drawing 2 reserved 1 display data, in which the number of random numbers related to the special drawing 2 reserved stored in the reserved memory area 101c2 corresponds to "1", special drawing 2 reserved 2 display data, in which the number of random numbers related to the special drawing 2 reserved stored in the reserved memory area 101c2 corresponds to "2", special drawing 2 reserved 3 display data, in which the number of random numbers related to the special drawing 2 reserved stored in the reserved memory area 101c2 corresponds to "3", and special drawing 2 reserved 4 display data, in which the number of random numbers related to the special drawing 2 reserved stored in the reserved memory area 101c2 corresponds to "4". The created display data is stored in the display data memory area 101c7.

[0187] When the special map 2 reserved LED processing (S1064) is completed, the normal map LED processing (S1065) is performed. In the normal map LED processing (S1065), display data for the normal map LED 8c is created to perform variable display / stop display of the normal map based on the result of the hit judgment stored in the judgment result memory area 101c3. There are two types of display data for the normal map LED 8c: hit display data corresponding to the hit judgment result of "hit and win", and miss display data corresponding to the hit judgment result of "miss". The created display data is stored in the display data memory area 101c7.

[0188] When the normal LED process (S1065) is completed, the special LED process (S1066) is performed. In the special LED process (S1066), display data for the special LED 8a is created for performing variable display / stop display of the special LED 1 based on the result of the jackpot determination stored in the determination result storage area 101c3 and the type of the stop pattern of the special LED 1. There are three types of display data for the special LED 8a: jackpot Wα display data in which the result of the jackpot determination corresponds to a "jackpot win" and the stop pattern of the special LED 1 corresponds to a "jackpot Wα pattern", jackpot Xα display data in which the result of the jackpot determination corresponds to a "jackpot win" and the stop pattern of the special LED 1 corresponds to a "jackpot Xα pattern", and miss display data in which the result of the jackpot determination corresponds to a "miss". The created display data is stored in the display data storage area 101c7.

[0189] When the special chart 1 LED process (S1066) is completed, the special chart 2 LED process (S1067) is performed. In the special chart 2 LED process (S1067), display data for the special chart 2 LED 8b is created for performing variable display / stop display of the special chart 2 based on the result of the jackpot determination stored in the determination result storage area 101c3 and the type of the stop pattern of the special chart 2. There are three types of display data for the special chart 2 LED 8b: jackpot Wα display data in which the result of the jackpot determination corresponds to a "jackpot win" and the stop pattern of the special chart 2 corresponds to a "jackpot Wα pattern", jackpot Xα display data in which the result of the jackpot determination corresponds to a "jackpot win" and the stop pattern of the special chart 2 corresponds to a "jackpot Xα pattern", and miss display data in which the result of the jackpot determination corresponds to a "miss". The created display data is stored in the display data storage area 101c7.

[0190] When the special chart 2 LED process (S1067) is completed, the right-hit status LED process (S1068) is performed. In the right-hit status LED process (S1068), as shown in Fig. 30, first, the status change destination confirmation process (S10681) is performed. In the status change destination confirmation process (S10681), it is confirmed whether the status has been changed to status 4 or status 1 in the special chart confirmation process (S1054).

[0191] When the status change destination confirmation process (S10681) is completed, if the status has been changed to status 4, status 4 processing (S10682) is performed, and if the status has been changed to status 1, status 1 processing (S10683) is performed.

[0192] In the status 4 process (S10682), as shown in FIG. 31, first, it is determined whether or not the stopped symbol indicating the "jackpot win" that is to be changed to status 4 is stopped during non-time reduction, in other words, whether or not it is a jackpot (also called a "first win") in the "low probability low base game state" (S106821). If it is not a first win (S106821: NO), the process proceeds to S106822, and if it is a first win (S106821: YES), the process proceeds to S106823. When proceeding to S106823, a game state command (right hit command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. The details will be described later, but based on this game state command (right hit command), a "right hit continuation performance" is performed.

[0193] On the other hand, when proceeding to S106822, the above-mentioned special chart determination process (S1054) determines whether the process of S10549 has been executed. If the process of S10549 has not been executed (S106822: NO), the status 4 process is terminated, and if the process of S10549 has been executed (S106822: YES), the process proceeds to S106823 and a game state command (right hit command) is issued.

[0194] When a game status command is issued in S106823, the process proceeds to S106824, where it is determined whether the right hit status LED8h is on or not. If the right hit status LED8h is on (S106824: YES), the status 4 o'clock processing is terminated, and if the right hit status LED8h is not on (S106824: NO), the process proceeds to S106825, where display data (lighting start data) for the right hit status LED8h is created. The created display data is stored in the display data storage area 101c7. Once the display data is created, the status 4 o'clock processing is terminated.

[0195] In the status 1 processing (S10683), as shown in FIG. 32, first, in the above-mentioned special chart determination processing (S1054), it is determined whether the processing of S10549 has been executed (S106831). If the processing of S10549 has not been executed (S106831: NO), the status 1 processing is terminated, and if the processing of S10549 has been executed (S106831: YES), the process proceeds to S106832, and display data (lighting end data) of the right-hit state LED 8h is created. The created display data is stored in the display data storage area 101c7. When the display data is created, the status 1 processing is terminated.

[0196] Next, the details of the output process (S108) will be specifically described with reference to Fig. 33. When the external information process (S107) is completed, the CPU of the game control microcomputer 101 reads a processing program from the ROM of the game control microcomputer 101 and performs the output process (S108).

[0197] In the output process (S108), as shown in Fig. 33, first, a display output process (S1081) is performed. In the display output process (S1081), the display data stored in the display data storage area 101c7 is output to the display devices 8 (special chart 1 LED 8a, special chart 2 LED 8b, normal chart LED 8c, special chart 1 reserved LED 8d, special chart 2 reserved LED 8e, normal chart reserved LED 8f, game status LED 8g, right hit status LED 8h) via the data bus 106, the output port 105a, and the driver circuit 105b, and lighting control of the display devices 8 is performed.

[0198] When the display output process (S1081) is completed, the operation output process (S1082) is performed. In the operation output process (S1082), the operation data stored in the operation data storage area 101c8 is output to the opening and closing solenoids of the second start opening 12, the first large winning opening 14, and the second large winning opening 15 via the data bus 106, the output port 105a, and the driver circuit 105b, and the operation of each opening and closing solenoid is controlled.

[0199] Here, the relationship between the output timing of a command issued by the CPU of the game control microcomputer 101 and the output timing of display data created by the CPU of the game control microcomputer 101 will be described.

[0200] In the main side timer interrupt process (S005), the CPU of the game control microcomputer 101 issues a command to be output to the performance control unit 120 and creates display data for the display devices 8. The issued command is temporarily stored in the buffer circuit 105c, while the created display data is stored in the display data storage area 101c7.

[0201] For example, in the right-hit state LED process (S1068) of the display process (S106), the issuance of a right-hit command and the creation of display data (lighting start data) for the right-hit state LED 8h are performed in the same process (see FIG. 31). The right-hit command is output to the buffer circuit 105c, while the display data (lighting start data) for the right-hit state LED 8h is stored in the display data storage area 101c7.

[0202] In addition, in the special chart determination process (S1054), a left hit command is issued (see FIG. 25), and in the right hit state LED process (S1068) of the subsequent display process (S106), display data (lighting end data) of the right hit state LED 8h is created (see FIG. 32). The left hit command is output to the buffer circuit 105c, while the display data (lighting end data) of the right hit state LED 8h is stored in the display data storage area 101c7.

[0203] As described above, the command output to the buffer circuit 105c is immediately output to the performance control unit 120 via the buffer circuit 105c, regardless of the main side timer interrupt processing (S005). On the other hand, the display data stored in the display data storage area 101c7 is not output in the display processing (S106), but is output in the output processing (S108) performed later, and the right hit state LED8h is turned on. In other words, it can be said that the right hit command is output to the performance control unit 120 before the right hit state LED8h is turned on, and the left hit command is output to the performance control unit 120 before the right hit state LED8h is turned off.

[0204] Next, the processing that can be executed by the CPU of the performance control microcomputer 121 will be described. First, the sub-control main processing will be specifically described with reference to Fig. 34. When the power supply of the pachinko game machine PY1 is turned on, the CPU of the performance control microcomputer 121 reads a processing program from the ROM of the performance control microcomputer 121 and executes the sub-control main processing.

[0205] In the sub-control main processing, as shown in Fig. 34, first, power-on processing (S011) is performed. In the power-on processing (S011), permission settings for access to the RAM of the performance control microcomputer 121, settings for the CPU of the performance control microcomputer 121, settings for the cycle of the timer interrupt signal, etc. are performed.

[0206] When the power-on process (S011) is completed, interrupts are prohibited (S012) and a random number update process (S013) is performed. In the random number update process (S013), random numbers for determining various effects (random numbers for determining the effect pattern, the variable effect pattern, the preview effect, etc.) are updated.

[0207] When the random number update process (S013) is completed, interrupts are permitted (S014). While interrupts are permitted, the receive interrupt process (S015) and the 10 ms timer interrupt process (S016) can be executed.

[0208] In the reception interrupt process (S015), when a strobe signal is input, the command output from the main control unit 100 is stored in the RAM of the performance control microcomputer 121. This reception interrupt process (S015) is executed with priority over the 10 ms timer interrupt process (S016). Note that if a strobe signal is input when interrupts are disabled, the reception interrupt process (S015) does not start immediately, but starts after interrupts are enabled (S014).

[0209] The 10 ms timer interrupt process (S016) is executed based on a timer interrupt signal that occurs at 10 ms intervals. That is, the 10 ms timer interrupt process (S016) is executed at 10 ms intervals. Then, after the reception interrupt process (S015) or the 10 ms timer interrupt process (S016) is finished, the random number value is repeatedly updated by the random number update process (S013) until the next reception interrupt process (S015) or the 10 ms timer interrupt process (S016) is started. Note that if a timer interrupt signal is input when the interrupt is disabled, the 10 ms timer interrupt process (S016) does not start immediately, but starts after the interrupt is enabled (S014).

[0210] Next, the 10 ms timer interrupt process (S016) will be specifically described with reference to Fig. 35. When a timer interrupt signal is input while an interrupt is enabled, the CPU of the performance control microcomputer 121 reads a processing program from the ROM of the performance control microcomputer 121 and performs the 10 ms timer interrupt process (S016).

[0211] In the 10 ms timer interrupt process (S016), as shown in Fig. 35, first, a received command analysis process (S201) is performed. In the received command analysis process (S201), the type of command stored in the RAM of the performance control microcomputer 121 is analyzed. The details of the received command analysis process will be described later.

[0212] When the received command analysis process (S201) is completed, a switch process (S202) is performed, in which operation information of the normal buttons 40 and the special buttons 41 is obtained and a process related to the operation presentation is performed.

[0213] When the switch process (S202) is completed, a lamp process (S203) is performed. In the lamp process (S203), a process is performed for lamp effects that light up / blink the frame lamp 53 and the board lamp 54 (including the right hit lamp 54a).

[0214] When the lamp process (S203) is completed, the sound process (S204) is performed. In the sound process (S204), processing related to sound production for outputting sound from the speaker 52 is performed.

[0215] Next, the received command analysis process (S201) will be specifically described in detail with reference to FIG.

[0216] In the received command analysis process (S201), as shown in Fig. 36, first, it is determined whether or not a command is stored in the RAM of the performance control microcomputer 121 (S2011). If a command is not stored (S2011: NO), the received command analysis process (S201) is terminated, and if a command is stored (S2011: YES), a process according to the type of the command is performed.

[0217] When the command stored in the RAM of the performance control microcomputer 121 is a winning command, a winning performance process (S2012) is performed. In the winning performance process (S2012), a process is performed to display a performance image suggesting that the game ball has won a prize on the display unit 50a of the image display device 50.

[0218] In addition, when the command stored in the RAM of the performance control microcomputer 121 is a special symbol command, a special symbol performance process (S2013) is performed. In the special symbol performance process (S2013), a process is performed to display a performance image (performance symbols EZ1, EZ2, EZ3, etc.) suggesting the result of the big win determination on the display unit 50a of the image display device 50.

[0219] In addition, if the command stored in the RAM of the performance control microcomputer 121 is a normal command, a normal performance process (S2014) is performed. In the normal performance process (S2014), a process is performed to display a performance image suggesting the result of the hit determination on the display unit 50a of the image display device 50.

[0220] In addition, when the command stored in the RAM of the performance control microcomputer 121 is a hold command, a hold performance process (S2015) is performed. In the hold performance process (S2015), a process is performed to display a performance image suggesting the normal reserved number, the special reserved number, or the special reserved number on the display unit 50a of the image display device 50.

[0221] Furthermore, if the command stored in the RAM of the performance control microcomputer 121 is a jackpot game command, a jackpot game performance process (S2016) is performed. In the jackpot game performance process (S2016), a process is performed to display a performance suggesting that a jackpot game is being played on the display unit 50a of the image display device 50. If an OP command is stored in the RAM of the performance control microcomputer 121 as a jackpot game command, a "right hit confirmation performance" to be described later is performed.

[0222] In addition, when the command stored in the RAM of the performance control microcomputer 121 is an auxiliary game command, an auxiliary game performance process (S2017) is performed. In the auxiliary game performance process (S2017), a process is performed to display a performance suggesting that an auxiliary game is being played on the display unit 50a of the image display device 50.

[0223] Furthermore, if the command stored in the RAM of the performance control microcomputer 121 is a game status command, a game status presentation process (S2018) is performed. In the game status presentation process (S2018), a process is performed to display a presentation suggesting the current game status on the display unit 50a of the image display device 50. If a right hit command is stored as a game status command in the RAM of the performance control microcomputer 121, a "right hit continuation presentation" described later is performed, and if a left hit command is stored, a "left hit confirmation presentation" described later is performed.

[0224] Next, using Figures 37 to 40, when the main control unit 100 sets the right-hit state ("jackpot game state", "low probability high base game state" and "high probability high base game state"), the performance that can be executed by the performance control unit 120 will be described. When the right-hit state is set, the performance control unit 120 can execute the following performances.

[0225] A. Right-click continuation effect The "right hit continuation effect" is an effect that is performed in response to input of a right hit command output from the main control unit 100, and is an effect in which the right hit lamp 54a is lit and the right arrow image G120 is displayed. The "right hit continuation effect" is performed continuously from the start to the end of the right hit state, so it functions as an effect that suggests that the right hit state is in progress.

[0226] B. Opening performance The "opening effect" is an effect that is performed in response to input of an OP command output from the main control unit 100, and is an effect in which an opening image G107 is displayed. The "opening effect" is performed at the start of a big win game, and therefore functions as an effect that suggests that a big win game will start.

[0227] C. Right-hand hit confirmation effect The "right hit confirmation effect" is an effect included in the "opening effect", and is an effect in which an image is displayed suggesting the opening of first major winning opening 14 or second major winning opening 15. Since the "right hit confirmation effect" is performed when first major winning opening 14 or second major winning opening 15 is opened, it functions as an effect to encourage the launch of the game ball toward first major winning opening 14 or second major winning opening 15.

[0228] C-1. Arrow effect The "arrow effect" is a type of "right hit confirmation effect", and is an effect that is performed in the "opening effect" when a jackpot (also called a "first hit") occurs in a "low probability, low base game state", and in which a large right arrow image G121, which is larger than the right arrow image G120, is displayed.

[0229] C-2. Targeted performance The "Aim effect" is a type of "right-hit confirmation effect", and is an effect that is performed in the "opening effect" when a jackpot (also called a "consecutive win") occurs in a "low probability high base game state" or a "high probability high base game state", and displays a text image G122 that instructs the player to aim for the first large prize slot 14 or the second large prize slot 15.

[0230] D. Left hit confirmation effect The "left hit confirmation effect" is an effect that is performed in response to inputting a left hit command output from the main control unit 100, and is an effect in which a left arrow image G123 is displayed. The "left hit confirmation effect" is performed at the end of a time-saving state in which the game ball is likely to enter the second starting hole 12, and therefore functions as an effect that encourages the game ball to be launched toward the first starting hole 11. In addition, the "left hit confirmation effect" is performed in response to the end of the "right hit continuation effect", and therefore also functions as an effect that suggests the end of the right hit state.

[0231] Next, the "opening effect" will be specifically described with reference to Fig. 37. When the effect control unit 120 receives an OP command output from the main control unit 100, it executes the "opening effect".

[0232] Fig. 37(A) to Fig. 37(B) are diagrams showing how the "opening performance" is performed. When the "jackpot hit" is determined in the jackpot determination, the performance symbols EZ1, EZ2, and EZ3 are displayed stationary on the display unit 50a of the image display device 50 in a manner indicating a jackpot (here, the repeated numbers "5·5·5") as shown in Fig. 37(A). At this time, a normal background image G102 indicating the normal performance mode is displayed behind the performance symbols EZ1, EZ2, and EZ3. After that, when the OP command is input, the "opening performance" is performed.

[0233] In the "opening performance", as shown in Fig. 37(B), the performance symbols EZ1, EZ2, EZ3 and the normal background image G102 are erased, the sound "BONUS" is output from the speaker 52, and an opening image G107 is displayed in the center of the display unit 50a of the image display device 50. The opening image G107 is composed of an image of the word "BONUS". After that, prior to the start of the first round of play, a "right hit confirmation performance" is performed, but the details of the "right hit confirmation performance" will be described later.

[0234] Next, the "right hit continuation effect" will be specifically described with reference to Fig. 38. When the effect control unit 120 receives a right hit command output from the main control unit 100, it executes the "right hit continuation effect".

[0235] Fig. 38(A) to Fig. 38(F) are diagrams showing how the "right-hit continuation effect" is performed. As shown in Fig. 38(A), the effect symbols EZ1, EZ2, and EZ3 are displayed stationary on the display unit 50a of the image display device 50 in a manner indicating a big win (here, the repeated numbers "5·5·5"), and when the OP command is input, the "opening effect" is performed.

[0236] In the "opening performance", as shown in Fig. 38(B), an opening image G107 is displayed on the display unit 50a of the image display device 50 in place of the performance symbols EZ1, EZ2, EZ3 and the normal background image G102. After that, when a right hit command is input, the "right hit continuation performance" is performed.

[0237] In the "right hit continuation performance", as shown in Fig. 38(C), the right hit lamp 54a lights up and a right arrow image G120 is displayed in the upper right corner of the display unit 50a of the image display device 50. In this way, by starting the lighting of the right hit lamp 54a and the display of the right arrow image G120 by a right hit command input after the OP command, it is possible to prevent the lighting of the right hit lamp 54a and the display of the right arrow image G120 from starting before the "opening performance" starts.

[0238] The right arrow image G120 is composed of a first image of the character "Right" and a second image representing a "rightward arrow". The first image is a still image fixedly displayed in the upper right part of the display unit 50a of the image display device 50, and the second image is a moving image that repeatedly moves from left to right above the first image. In the first embodiment, the right arrow image G120 is configured so that no sound is output from the speaker 52 when the "right hit continuation performance" starts, but a predetermined sound may be output instead.

[0239] Then, even in the big win gaming state, as shown in FIG. 38(D), the right hit lamp 54a continues to light up and the right arrow image G120 continues to be displayed. Also, even in the time-saving state after the end of the big win gaming state ("high probability high base gaming state" or "low probability high base gaming state"), as shown in FIG. 38(E), the right hit lamp 54a continues to light up and the right arrow image G120 continues to be displayed. In the example shown in FIG. 38(E), the display unit 50a of the image display device 50 displays a probability change background image G103. Note that, when a consecutive win occurs in the time-saving state, the right hit lamp 54a continues to light up and the right arrow image G120 continues to be displayed even in the big win gaming state in which a consecutive win occurs. In the first embodiment, neither the right hit lamp 54a nor the right arrow image G120 is erased until the "right hit continuation performance" ends, but the display of the right arrow image G120 may be temporarily erased.

[0240] Then, when the variable display of the 100th special symbol, which is the end of the time-saving state, ends and a left-hit command is input, the right-hit lamp 54a goes out, the right arrow image G120 is erased, and the "right-hit continuation effect" ends, as shown in Fig. 38(F). In the example shown in Fig. 38(F), the probability-variable background image G103 is switched to the normal background image G102, and the effect symbols EZ1, EZ2, and EZ3 are displayed in a stopped state (here, the "1·2·3" variation) on the display unit 50a of the image display device 50, indicating a miss.

[0241] Next, the "left hit confirmation effect" will be specifically described with reference to Figure 39. When the effect control unit 120 receives a left hit command output from the main control unit 100, it executes the "left hit confirmation effect".

[0242] Figure 39 (A) to Figure 39 (B) are diagrams showing how the "left hit confirmation performance" is performed. In the time-saving state, as shown in Figure 39 (A), the right hit lamp 54a is lit and the right arrow image G120 is displayed. Then, when the variable display of the 100th special chart, which is the end of the time-saving state, ends and a left hit command is input, the "right hit continuation performance" ends and the "left hit confirmation performance" is performed.

[0243] In the "left hit confirmation performance", in response to the right hit lamp 54a going out and the right arrow image G120 disappearing due to the end of the "right hit continuation performance", as shown in Figure 39 (B), a voice saying "Please return it to the left" is output from the speaker 52, and a left arrow image G123 is displayed in the upper left corner of the display unit 50a of the image display device 50.

[0244] The left arrow image G123 is composed of a third image of the character "left" and a fourth image representing a "leftward arrow." The third image is a still image that is fixedly displayed in the upper left corner of the display unit 50a of the image display device 50, and the fourth image is a moving image that repeatedly moves from right to left above the third image.

[0245] After that, when a predetermined time (for example, 3 seconds) has passed, the left arrow image G123 is erased and the "left hit confirmation effect" ends. In the first embodiment, the "left hit confirmation effect" ends when a predetermined time has passed, but the "left hit confirmation effect" may also end when the game ball enters the first starting hole 11.

[0246] In addition, if the 100th variable display of the special chart, which marks the end of the time-saving state, is due to a "jackpot win," even if a left-hit command is input, the "right-hit continuation effect" will end, but the "left-hit confirmation effect" will not be performed, and the "right-hit continuation effect" will resume if a right-hit command is input immediately afterwards.

[0247] Next, the "right hit confirmation effect" will be specifically described with reference to Fig. 40. When the effect control unit 120 receives an OP command output from the main control unit 100, it executes an "opening effect" and executes a "right hit confirmation effect" in the "opening effect". The "right hit confirmation effect" includes an "arrow effect" that is performed at the first win, and an "aim effect" that is performed at the consecutive win.

[0248] FIG. 40(A) to FIG. 40(C) are diagrams showing how the "arrow effect" is performed and how the "aim effect" is performed.

[0249] When the "opening performance" is performed, as shown in Fig. 40(A), an opening image G107 is displayed on the display unit 50a of the image display device 50. Then, when a predetermined time (for example, 5 seconds) has elapsed since the start of displaying the opening image G107, if it is the first win, an "arrow performance" is performed, and if it is a consecutive win, an "aim performance" is performed.

[0250] In the "arrow performance", as shown in Fig. 40(B), the sound "hit right" is output from speaker 52, and a large right arrow image G121 is displayed on the right side of display unit 50a of image display device 50. The large right arrow image G121 is composed of an image representing an "arrow pointing right" and is larger than the right arrow image G120. Then, when a predetermined time (e.g., 3 seconds) has elapsed since the display of the large right arrow image G121, the large right arrow image G121 is erased, and the "arrow performance" ends.

[0251] On the other hand, in the "Aim" performance, as shown in Fig. 40(C), a voice saying "Aim at the attacker" is output from the speaker 52, and a text image G122 saying "Aim at the attacker" is displayed on the right side of the display unit 50a of the image display device 50. The text image G122 is an image of a sentence instructing to aim at the first large prize opening 14 or the second large prize opening 15. Then, when a predetermined time (e.g., 3 seconds) has elapsed since the display of the text image G122, the text image G122 is erased, and the "Aim" performance ends.

[0252] Here, the display timing of the right hit status LED 8h, the right hit lamp 54a, the right arrow image G120, the large right arrow image G121, the character image G122, and the left arrow image G123 will be described with reference to FIG.

[0253] Fig. 41 is a diagram showing the flow from the first win through consecutive wins to the end of the time-saving state. When the first win is executed, the main control unit 100 issues an OP command at timing t01, and outputs the OP command to the performance control unit 120 at timing t02. After that, it issues a right hit command at timing t03, and outputs the right hit command to the performance control unit 120 at timing t04. Then, it turns on the right hit state LED 8h at timing t05 (see the output process (S108) of the main side timer interrupt process (S005)).

[0254] On the other hand, when the performance control unit 120 inputs the right hit command output from the main control unit 100 at timing t04, it displays the right arrow image G120 at timing t06 and turns on the right hit lamp 54a (see the game state performance processing (S2018) and lamp processing (S203) of the 10 ms timer interrupt processing (S016)). Then, at timing t07, a predetermined time after the input of the OP command, it displays the large right arrow image G121. The display of the right arrow image G120 and the lighting of the right hit lamp 54a continue until the time-saving state ends, but the display of the large right arrow image G121 ends at timing t08.

[0255] Furthermore, when a consecutive win is executed, the main control unit 100 issues an OP command at a timing of t09, and outputs the OP command to the performance control unit 120 at a timing of t10.

[0256] On the other hand, the performance control unit 120 displays the character image G122 at the timing of t11, which is a predetermined time after the input of the OP command. The display of the character image G122 ends at the timing of t12.

[0257] In addition, when the time-saving state ends (100 variable display of special charts ends), the main control unit 100 issues a left hit command at the timing of t13, and outputs the left hit command to the performance control unit 120 at the timing of t14. Then, the right hit state LED 8h is turned off at the timing of t15 (see the output process (S108) of the main side timer interrupt process (S005)).

[0258] On the other hand, when the performance control unit 120 inputs the left hit command output from the main control unit 100 at the timing of t14, it erases the right arrow image G120 at the timing of t16 and turns off the right hit lamp 54a (see the game state performance processing (S2018) and lamp processing (S203) of the 10 ms timer interrupt processing (S016)). Also, when the left hit command is input, it displays the left arrow image G123 at the timing of t16. The display of the left arrow image G123 ends at the timing of t17. Note that, if the jackpot determination related to the variable display of the special chart that caused the main control unit 100 to issue the left hit command is "jackpot win", the right arrow image G120 is erased and the right hit lamp 54a is turned off, but the left arrow image G123 is not displayed.

[0259] In this way, by having the performance control unit 120 output the right hit command for lighting the right hit lamp 54a and displaying the right arrow image G120 before the main control unit 100 lights the right hit state LED 8h, the discrepancy between the timing of lighting the right hit state LED 8h and the timing of lighting the right hit lamp 54a and displaying the right arrow image G120 can be reduced.

[0260] In addition, by having the performance control unit 120 output a left hit command for turning off the right hit lamp 54a and erasing the right arrow image G120 before the main control unit 100 turns off the right hit state LED8h, the lag between the timing of turning off the right hit state LED8h and the timing of turning off the right hit lamp 54a and erasing the right arrow image G120 is reduced, and the lag between the timing of turning off the right hit state LED8h and the timing of displaying the left arrow image G123 is also reduced.

[0261] <Considerations regarding the first embodiment> The pachinko game machine PY1 described in the first embodiment will be considered below. First, the relationship between the timing of issuing a left hit command by the main control unit 100 and the timing of issuing a right hit command will be considered. When the jackpot determination for the variable display of the special chart for the 100th time, which is the upper limit number of times in the time-saving state, results in a "jackpot win", a left hit command is issued in the confirmation process (S1054) in the special chart / special power process (S105) (see FIG. 25), and a right hit command is issued in the right hit state LED process (S1068) in the display process (S106) (see FIG. 31). Then, in the main timer interrupt process (S005), the special chart / special power process (S105) is performed before the display process (S106) (see FIG. 21). In other words, if the jackpot determination for the variable display of the special chart for the 100th time, which is the upper limit number of times in the time-saving state, results in a "jackpot win," the left hit command and the right hit command are output to the performance control unit 120 in the order of left hit command → right hit command within the same main side timer interrupt processing (S005).

[0262] Next, the relationship between the timing of issuing the OP command by the main control unit 100 and the timing of issuing the right hit command will be considered. When the stopped pattern of the special chart when the "jackpot is won" is displayed, the OP command is issued in the confirmation process (S1054) in the special chart / special power process (S105) (see FIG. 25), and the right hit command is issued in the right hit status LED process (S1068) in the display process (S106) (see FIG. 31). Then, in the main side timer interrupt process (S005), the special chart / special power process (S105) is performed before the display process (S106) (see FIG. 21). In other words, when the jackpot is judged to be "jackpot," the OP command and the right hit command are output to the performance control unit 120 in the order of the OP command → right hit command in the same main side timer interrupt process (S005).

[0263] Next, the difference between the lighting of the right hit lamp 54a and the display of the right arrow image G120, and the display of the right large arrow image G121 and the display of the text image G122 will be considered. The right hit lamp 54a, the right arrow image G120, the right large arrow image G121, and the text image G122 are all lit or displayed in the right hit state, so it can be said that this is an effect that encourages the launch of the game ball toward the right side of the game area 6. Then, when the main control unit 100 issues / outputs a right hit command, the right hit state LED 8h starts to light up, and when the performance control unit 120 inputs a right hit command, the right hit lamp 54a and the right arrow image G120 start to be displayed. Also, when the main control unit 100 issues / outputs a left hit command, the right hit state LED 8h is turned off, and when the performance control unit 120 inputs a left hit command, the right hit lamp 54a is turned off and the right arrow image G120 is not displayed (see FIG. 41). In other words, the lighting / extinguishing of the right hit lamp 54a and the display / non-display of the right arrow image G120 can be said to be linked to the lighting / extinguishing of the right hit state LED 8h. On the other hand, the display of the right large arrow image G121 and the display of the text image G122 are performed during the "opening performance" performed by inputting the OP command of the performance control unit 120, so they cannot be said to be linked to the lighting / extinguishing of the right hit state LED 8h.

[0264] <Advantages of the First Embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.

[0265] (1) When the main control unit 100 displays the displays 8, it outputs a presentation command related to the display of the displays 8 to the presentation control unit 120 before starting to display the displays 8. This makes it possible to minimize any discrepancy between the timing at which the main control unit 100 displays the displays 8 and the timing at which the presentation control unit 120 starts to display the displays, allowing players to play with peace of mind.

[0266] (2) When the main control unit 100 turns on the right-hit state LED 8h, before starting to light up the right-hit state LED 8h, it outputs a right-hit command related to lighting the right-hit lamp 54a and displaying the right arrow image G120 to the performance control unit 120. This makes it possible to minimize any discrepancy between the timing of lighting the right-hit state LED 8h by the main control unit 100 and the timing of lighting the right-hit lamp 54a and the display of the right arrow image G120 by the performance control unit 120, allowing the player to play with peace of mind.

[0267] (3) When the main control unit 100 turns off the right-hit state LED 8h due to the end of the right-hit state, it outputs a left-hit command to the performance control unit 120. The left-hit command enables the performance control unit 120 to perform a performance related to the end of the right-hit state, allowing the player to play with peace of mind.

[0268] (4) When the main control unit 100 turns off the right hit state LED 8h due to the end of the right hit state, it outputs a left hit command to the performance control unit 120 regarding the turning off of the right hit lamp 54a and the erasing of the right arrow image G120. Therefore, in conjunction with the turning off of the right hit state LED 8h by the main control unit 100, the performance control unit 120 can turn off the right hit lamp 54a and erase the right arrow image G120, allowing the player to play with peace of mind.

[0269] (5) When the main control unit 100 turns off the right hit state LED 8h due to the end of the right hit state, it outputs a left hit command to the performance control unit 120 regarding the turning off of the right hit lamp 54a and the erasing of the right arrow image G120. This makes it possible to minimize any discrepancy between the timing of the main control unit 100 turning off the right hit state LED 8h and the timing of the turning off of the right hit lamp 54a and the erasing of the right arrow image G120 by the performance control unit 120, thereby enabling the player to play with peace of mind.

[0270] (6) When the main control unit 100 outputs a left hit command to the performance control unit 120 regarding the turning off of the right hit lamp 54a and the erasing of the right arrow image G120, the performance control unit 120 performs a “left hit confirmation performance” that indicates the end of the right hit state, along with turning off the right hit lamp 54a and erasing the right arrow image G120, making it easy to understand the end of the right hit state and allowing the player to play with confidence.

[0271] (7) When the main control unit 100 performs variable display of the special chart for the 100th time, which is the upper limit of the time-saving state, a left hit command is output to the performance control unit 120. The left hit command enables the performance control unit 120 to perform a performance related to the time-saving state reaching the upper limit, allowing the player to play with peace of mind.

[0272] (8) When the main control unit 100 performs the variable display of the special chart for the 100th time, which is the upper limit number of times for the time-saving state, regardless of the result of the jackpot determination related to the variable display of the special chart for the 100th time, a left hit command related to turning off the right hit lamp 54a and erasing the right arrow image G120 is output to the performance control unit 120. This simplifies the processing performed by the main control unit 100 and reduces the processing burden on the main control unit 100.

[0273] (9) When the main control unit 100 performs the variable display of the special chart for the 100th time, which is the upper limit number of times for the time-saving state, and outputs a left hit command to the performance control unit 120 for turning off the right hit lamp 54a and erasing the right arrow image G120, if the result of the jackpot determination for the variable display of the special chart for the 100th time is "jackpot win," after the output of the left hit command, a right hit command to turn on the right hit lamp 54a and display the right arrow image G120 is output to the performance control unit 120, so that the right hit lamp 54a can be turned on again and the right arrow image G120 can be displayed again, allowing the player to play with peace of mind.

[0274] (10) When the main control unit 100 performs the variable display of the special chart for the 100th time, which is the upper limit number of times for the time-saving state, and outputs a left-hit command to the performance control unit 120 to turn off the right-hit lamp 54a and erase the right arrow image G120, if the result of the jackpot determination for the variable display of the special chart for the 100th time is a "miss," the performance control unit 120 turns off the right-hit lamp 54a and erases the right arrow image G120 and performs a "left-hit confirmation performance." On the other hand, if the result of the jackpot determination for the variable display of the special chart for the 100th time is a "jackpot win," the performance control unit 120 turns off the right-hit lamp 54a and erases the right arrow image G120, but does not perform a "left-hit confirmation performance." This makes it possible to prevent the player from returning to left-hitting even though the first large prize opening 14 or the second large prize opening 15 is opened, and allows the player to play with peace of mind.

[0275] (11) When the main control unit 100 sets the gaming state to a right-hit state, which is a jackpot gaming state, it outputs an OP command related to the “opening performance” to the performance control unit 120, and then outputs a right-hit command related to the lighting of the right-hit lamp 54a and the display of the right arrow image G120 to the performance control unit 120. This makes it possible to prevent the lighting of the right-hit lamp 54a and the display of the right arrow image G120 from occurring before the start of the “opening performance” that allows the player to recognize the jackpot gaming state, allowing the player to play with peace of mind.

[0276] (12) When the main control unit 100 turns on the right-hit state LED 8h, before starting to light up the right-hit state LED 8h, it outputs both an OP command related to the "opening performance" and a right hit command related to lighting the right-hit lamp 54a and displaying the right arrow image G120 to the performance control unit 120.This makes it possible to minimize any discrepancy between the timing of lighting the right-hit state LED 8h by the main control unit 100 and the timing of starting the "opening performance" by the performance control unit 120, the timing of lighting the right-hit lamp 54a, and the timing of displaying the right arrow image G120, thereby allowing the player to play with peace of mind.

[0277] (13) When the main control unit 100 turns the right-hit state LED 8h on / off, the performance control unit 120 both turns the right-hit lamp 54a on / off and displays / hides the right arrow image G120 in conjunction with the turning on / off of the right-hit state LED 8h. Therefore, by turning on the right-hit lamp 54a and displaying the right arrow image G120, it is easy to see that the right-hit state LED 8h is on, allowing the player to play with confidence.

[0278] (14) When the main control unit 100 turns on the right-hit state LED 8h, in addition to turning on the right-hit lamp 54a in conjunction with the lighting of the right-hit state LED 8h and displaying the right arrow image G120, the performance control unit 120 displays the large right arrow image G121 or the text image G122, thereby emphasizing that the player is in the right-hit state, allowing the player to play with confidence.

[0279] (15) When the performance control unit 120 turns on / off the right hit lamp 54a and displays / hides the right arrow image G120, the right hit lamp 54a remains lit without changing until it is turned off, while the right arrow image G120 displays a video of a second image representing a "right-pointing arrow," making it easier to understand that the player is in the right hit state and allowing the player to play with confidence.

[0280] (16) When the performance control unit 120 turns on the right hit lamp 54a, displays the right arrow image G120, and displays the large right arrow image G121, the right hit lamp 54a and the right arrow image G120, which are linked to the right hit state LED 8h, are turned on and displayed in response to a right hit command input from the main control unit 100, while the large right arrow image G121, which is not linked to the right hit state LED 8h, is displayed in response to an OP command input from the main control unit 100. Therefore, the timing for turning on the right hit lamp 54a and the timing for displaying the right arrow image G120 and the timing for displaying the large right arrow image G121 can be different from the timing for displaying the right arrow image G121, thereby making it possible to increase the interest of the game.

[0281] (17) When the performance control unit 120 displays the large right arrow image G121, it displays the large right arrow image G121 larger than the right hit lamp 54a and the right arrow image G120 after the right hit lamp 54a is lit and the right arrow image G120 is displayed, thereby effectively emphasizing that the player is in the right hit state and making the game more interesting.

[0282] <Modifications of the Basic and First Embodiments> Below, we will explain modified examples of the pachinko game machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations related to the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

[0283] In the first embodiment, the right hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to light, and the left hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to turn off, but of the right hit command and the left hit command, only the right hit command may be output to the performance control unit 120 before the right hit state LED 8h starts to light.

[0284] In addition, in the first embodiment, the right hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to light, and the left hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to turn off, but of the right hit command and the left hit command, only the left hit command may be output to the performance control unit 120 before the right hit state LED 8h starts to turn off.

[0285] In addition, in the first embodiment, the right hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to light, and the left hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to turn off, but the right hit command or left hit command may be output to the performance control unit 120 after the right hit state LED 8h starts to light or after the right hit state LED 8h starts to turn off, as long as it does not interfere with the game.

[0286] In addition, in the first embodiment, when the performance control unit 120 inputs a right hit command, both the right hit lamp 54a is turned on and the right arrow image G120 is displayed, but it is also possible to only turn on the right hit lamp 54a, or to only display the right arrow image G120.

[0287] In addition, in the first embodiment, when the performance control unit 120 inputs a left hit command, a "left hit confirmation performance" is performed in which a left arrow image G123 is displayed, but it is also possible to simply turn off the right hit lamp 54a and erase the right arrow image G120, without performing the "left hit confirmation performance."

[0288] In addition, in the first embodiment, the "high probability high base game state" after the "jackpot game Wα" ends when the variable display of the special chart reaches the upper limit of 100 times (the number of jackpot determinations is 100 times), but the upper limit may be less than 100 times or may be 101 times or more.

[0289] In addition, in the first embodiment, the "low probability high base game state" after the "jackpot game Xα" ends when the variable display of the special chart reaches the upper limit of 100 times (the number of jackpot determinations is 100 times), but the upper limit may be less than 100 times or may be 101 times or more.

[0290] In addition, in the first embodiment, when the variable display of the special chart is performed 100 times, which is the upper limit number of times in the time-saving state, a left hit command is output from the main control unit 100 regardless of the result of the jackpot determination related to the variable display of the special chart for the 100th time, but it is also possible to output the left hit command from the main control unit 100 only when the result of the jackpot determination related to the variable display of the special chart for the 100th time is "miss."

[0291] In addition, in the first embodiment, the right arrow image G120 displayed in the "right hit continuation performance" is composed of a still image of the character "right" and a moving image representing a "right-pointing arrow", but all of the images that make it up may be moving images.

[0292] In the first embodiment, the moving image of the right arrow image G120 displayed in the "right hit continuation effect" is configured to be an image that repeatedly moves from left to right, but it does not have to be an image that moves as long as the player can recognize that the display mode is changing. For example, the display color of the image representing the "right arrow" may be changed at predetermined time intervals.

[0293] In addition, in the first embodiment, the right-hit lamp 54a displayed during the "right-hit continuation effect" is always lit, but it may be turned off temporarily as long as it does not interfere with the game.

[0294] In the first embodiment, the "arrow effect" and the "aim effect" are performed by inputting an OP command output from the main control unit 100, but they may be performed by inputting a command other than the OP command. For example, they may be performed by inputting a round command output at the start of the first round of play. In this case, the "arrow effect" and the "aim effect" can impress upon the player that the first large prize opening 14 or the second large prize opening 15 has been opened, thereby making it possible to increase the interest of the game.

[0295] 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.

[0296] 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.

[0297] 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.

[0298] 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.

[0299] 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.

[0300] In addition, the gaming machine of the present invention can also be applied to other pinball gaming machines such as arrange ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).

[0301] <The invention disclosed in the first embodiment> The following inventions S to W have been disclosed up to the preceding paragraph in this [Mode for carrying out the invention]. In the explanation of inventions S to W, 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 S is a general term for inventions S1 to S2 below, invention T is a general term for inventions T1 to T2 below, invention U is a general term for inventions U1 to U4 below, invention V is a general term for inventions V1 to V2 below, and invention W is a general term for inventions W1 to W4 below.

[0302] Also, for example, in the gaming machine described in JP 2021-151588 A, a performance is performed to instruct the launch direction of the gaming ball, and a text image of "Right Hit" is displayed on the display unit to encourage the player to enter the gaming ball into the second starting hole. In such a gaming machine, there is room for improvement in terms of the instruction of the launch direction of the gaming ball. Therefore, if the gaming machines according to the following inventions S to W are realized, the instruction of the launch direction of the gaming ball will be improved, and the player will be able to play with peace of mind.

[0303] The gaming machine according to the invention S1 is A first control means (main control unit 100) for controlling a game using a first display means (displays 8); A second control means (performance control unit 120) for controlling the performance using a second display means (image display device 50, board lamp 54), The first control means is It is possible to display a specific display (lighting of the right shot state LED8h) indicating that the launch direction of the game ball is a specific direction (right) on the first display means, When the specific display is displayed, a specific command (right-hit command) can be output to the second control means before the specific display is displayed, The second control means is When the specific command is input, a launch display (right arrow image G120, lighting of right shot lamp 54a) suggesting the specific direction is displayed on the second display means. It is characterized by:

[0304] The gaming machine according to the invention S2 is A gaming machine according to the invention S1, The first control means is When the specific display is to be hidden, a non-specific command (a left-hand hit command) can be output to the second control means, The second control means is when the non-specific command is input while the launch indication is being displayed, the display of the launch indication is terminated; It is characterized by:

[0305] The gaming machine according to the invention T1 is A first control means (main control unit 100) for controlling a game using a first display means (displays 8); A second control means (performance control unit 120) for controlling the performance using a second display means (image display device 50), The first control means is It is possible to display a specific display (lighting of the right shot state LED8h) indicating that the launch direction of the game ball is a specific direction (right) on the first display means, When the specific display is to be hidden, a non-specific command (a left-hand hit command) can be output to the second control means before the specific display is hidden; The second control means is When the specific display is displayed, a specific launch display (right arrow image G120) suggesting the specific direction can be displayed on the second display means, when the non-specific command is input while the specific launch display is being displayed, the display of the specific launch display is terminated; It is characterized by:

[0306] The gaming machine according to the invention T2 is A gaming machine according to the invention T1, The second control means is When the non-specific command is input, a non-specific launch display (left arrow image G123) indicating that the launch direction of the game ball is not the specific direction is displayed on the second display means. It is characterized by:

[0307] The gaming machine according to the invention U1 is A first control means (main control unit 100) for controlling a game; A second control means (performance control unit 120) for controlling the performance, The first control means is It is possible to set the game state to a specific game state (time-saving state) in which the game ball is shot in a specific direction (to the right) until a determination as to whether or not to set the game state to a jackpot is made a predetermined number of times (100 times), When the determination is made the predetermined number of times, a predetermined command (a left-hand hit command) can be output to the second control means, The second control means is In the specific game state, a launch display (right arrow image G120, lighting of the right hit lamp 54a) suggesting the specific direction can be displayed on a predetermined display means (image display device 50, board lamp 54), when the predetermined command is input while the launch indication is being displayed, the display of the launch indication is terminated. It is characterized by:

[0308] The gaming machine according to the invention U2 is A gaming machine according to the invention U1, The first control means is outputting the predetermined command to the second control means regardless of the result of the determination made the predetermined number of times; It is characterized by:

[0309] The gaming machine according to the invention U3 is A gaming machine according to the invention U2, The first control means is When it is determined that a jackpot gaming state is to be entered in the determination of the predetermined number of times, a specific command (right hit command) can be output to the second control means after the predetermined command, The second control means is When the specific command is input, the launch indication can be redisplayed on the predetermined display means. It is characterized by:

[0310] The gaming machine according to the invention U4 is A gaming machine according to the invention U3, The second control means is When the predetermined command is input, if it is determined that the jackpot game state is not to be entered in the judgment for the predetermined number of times, an end display (left arrow image G123) suggesting a non-specific direction (left) different from the specific direction is displayed on the second display means, whereas if it is determined that the jackpot game state is to be entered in the judgment for the predetermined number of times, the end display is not displayed on the second display means. It is characterized by:

[0311] The gaming machine according to invention V1 is A first control means (main control unit 100) for controlling a game; A second control means (performance control unit 120) for controlling the performance, The first control means is When a jackpot game state is entered in which the game ball is shot in a specific direction (right), a start command (OP command) indicating the start of the jackpot game state is output to the second control means, and then a specific command (right hit command) can be output to the second control means; The second control means is In response to inputting the start command, a start display (opening image G107) suggesting the start of the jackpot gaming state is displayed on a specific display means (image display device 50); In response to inputting the specific command, a launch display (right arrow image G120, lighting of the right hit lamp 54a) suggesting the specific direction is displayed on the specific display means or a predetermined display means (board lamp 54) different from the specific display means. It is characterized by:

[0312] The gaming machine according to invention V2 is A gaming machine according to the invention V1, The first control means is When the jackpot game state is entered, a specific display (lighting of the right-hit state LED 8h) indicating that the launch direction of the game ball is the specific direction can be displayed on a predetermined display means (displays 8); outputting the start command and the specific command to the second control means before displaying the specific display; It is characterized by:

[0313] The gaming machine according to the invention W1 is A first control means (main control unit 100) for controlling a game; A second control means (performance control unit 120) for controlling the performance, The first control means is It is possible to display a specific display (lighting of the right shot state LED 8h) indicating that the launch direction of the game ball is a specific direction (right) on the first display means (displays 8), The second control means is During the display of the specific display, a launch display (right arrow image G120, right large arrow image G121, right hit lamp 54a) suggesting the specific direction can be displayed on the second display means (image display device 50, board lamp 54), The launch display includes a first launch display (right arrow image G120, lighting of the right hit lamp 54a) that is linked to the display of the specific display, and a second launch display (large right arrow image G121) that is not linked to the display of the specific display. It is characterized by:

[0314] The gaming machine according to the invention W2 is A gaming machine according to the invention W1, The first firing display includes a display in which the display mode changes (right arrow image G120) and a display in which the display mode does not change (lighting of the right shot lamp 54a), It is characterized by:

[0315] The gaming machine according to the invention W3 is A gaming machine according to invention W1 or invention W2, The first control means is It is possible to enter a jackpot game state in which the game ball is launched in the specific direction, When the big win gaming state is entered, the specific display is displayed on the first display means, and a first command (right hit command) and a second command (OP command) can be output to the second control means. The second control means is displaying the first firing indication in response to inputting the first command; displaying the second launch indication in response to inputting the second command. It is characterized by:

[0316] The gaming machine according to the invention W4 is A gaming machine according to the invention W3, The second firing indication is displayed after the first firing indication and is larger than the first firing indication. It is characterized by:

[0317] <Second embodiment> The second embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment or the first embodiment described above is also applied to the second embodiment.

[0318] First, the front door 23 will be specifically described with reference to Fig. 42. Fig. 42 is a perspective view of the lower part of the front door 23. On the front part of the front door 23, as shown in Fig. 42, a normal button 40, a handle 72k, and a four-way button 42 consisting of four buttons on the top, bottom, left and right are provided as operation parts that can be operated by a player.

[0319] The handle 72k is a handle for launching the game ball toward the game board 1, and is equipped with a touch sensor (not shown) that detects whether the player is holding the handle 72k. When the handle 72k is rotated to the right while the touch sensor is detecting this, the game ball is launched.

[0320] The four-way buttons 42 are used in the operation presentation in the special chart variation presentation, similar to the normal button 40, and include an up button 42a corresponding to the up direction, a down button 42b corresponding to the down direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way buttons 42 are operated by the player, a predetermined image is displayed on the display unit 50a, the board lamp 54 is illuminated in a predetermined illumination mode, and a predetermined sound is output from the speaker 52.

[0321] Next, with reference to Figures 43 to 49, we will explain the special chart variation presentation that the presentation control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The presentation control microcomputer 121 can execute the following presentations in the special chart variation presentation in the non-time-saving state.

[0322] A. Normal fluctuation "Normal variation" is a performance that may be performed in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is performed first in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.

[0323] B. Leach "Reach" is an effect that may occur after "normal fluctuation", in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. Since "Reach" may occur when the result of the jackpot determination is "jackpot win", it functions as an effect that suggests that a jackpot game may occur. In addition, since "Reach" may develop into a reach effect such as "N reach", "SP reach", or "SPSP reach", it also functions as an effect that suggests that a reach effect may occur.

[0324] CN Reach "N Reach" is a performance that may occur after a "reach" is established, and is a reach performance in which the fluctuation speed of the middle performance pattern EZ2 gradually slows down. Since "N Reach" may occur when the result of the jackpot judgment is "jackpot winning", it functions as a performance that suggests the possibility of a jackpot game.

[0325] D.SP Reach "SP Reach" is an effect that can occur after "N Reach" and is a reach effect in which the main character and the enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "jackpot win" than when it is "miss," so it functions as an effect that suggests the possibility of a jackpot game.

[0326] E.SPSP Reach "SPSP reach" is an effect that may occur after "SP reach", and is a reach effect in which the main character battles a strong enemy character. "SPSP reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when "SP reach" develops into "SPSP reach" than when it does not develop from "SP reach" into "SPSP reach", "SPSP reach" also functions as an effect that suggests that there is a high possibility of a jackpot game being played compared to "SP reach".

[0327] F. Character Voice Preview The "Character Voice Preview" is an effect that may occur during an "N Reach", and is a preview effect in which the voice of the main character is output from the speaker 52 in response to the operation of the normal button 40 and the four-way button 42. The "Character Voice Preview" may subsequently develop into an "SP Reach", and therefore functions as an effect suggesting that an "SP Reach" may occur.

[0328] G. Cut-in notice The "cut-in preview" is an effect that may occur during an "SP reach", and is a preview effect in which the main character image G200 is displayed on the display unit 50a in response to the operation of the normal button 40. The "cut-in preview" may subsequently develop into an "SPSP reach", and therefore functions as an effect suggesting that an "SPSP reach" may occur.

[0329] H. Roulette Notice The "roulette notice" is an effect that may be performed during the "SPSP reach" and is a notice effect in which one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) in response to the operation of the four-way button 42. The "roulette notice" may then stop and display the performance symbols EZ1, EZ2, EZ3 as a repeat number indicating a jackpot, and therefore functions as an effect suggesting the possibility of a jackpot game being played.

[0330] Next, the main special chart variation performance flow executed in the non-time-saving state will be described with reference to Fig. 43. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance constituting the performance flow, and can execute a light emission performance using the frame lamp 53 and the board lamp 54 and a sound performance using the speaker 52 according to the display of the performance image.

[0331] As shown in Figure 43(A), in the special chart change performance with the change pattern "SPSP big win change" and "SPSP miss change", the performance flow is executed which consists of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach". In these special chart change performances, "character voice announcement" may be performed in "N reach", "cut-in announcement" may be performed in "SP reach", and "roulette announcement" may be performed in "SPSP reach".

[0332] Also, as shown in Figure 43(B), in the special chart change performance with the change pattern of "SP big win change" and "SP miss change", the performance flow is executed which consists of "normal change" → "reach" → "N reach" → "SP reach". In these special chart change performances, "character voice announcement" may be performed in "N reach", and "cut-in announcement" may be performed in "SP reach".

[0333] Also, as shown in Figure 43(C), in the special chart change performance where the change pattern is "N Miss Change", the performance flow is "Normal Change" → "Reach" → "N Reach". In addition, in this special chart change performance, "Character Voice Notice", "Cut-in Notice", and "Roulette Notice" are not performed.

[0334] In addition, as shown in Fig. 43(D), in the special chart change performance of the "normal miss change" pattern, a performance flow consisting of only "normal change" is executed. In addition, in this special chart change performance, "character voice notice", "cut-in notice", and "roulette notice" are not performed.

[0335] Next, the main effects executed in the special chart variation performance will be specifically described. In the special chart variation performance described below, the display of the reserved icon HA is also performed in parallel, but the illustration of the reserved icon HA may be omitted.

[0336] First, the "character voice announcement" will be specifically explained. The performance control microcomputer 121 can execute the "character voice announcement" in the "N reach" in the special chart change performance in which the change pattern is "SPSP big win change", "SP big win change", "SPSP miss change", or "SP miss change".

[0337] As shown in FIG. 44, the performance control microcomputer 121 stores a character voice announcement selection table 123a1 and a voice volume selection table 123a2 in the performance storage unit 121b. The performance control microcomputer 121 can select whether to execute the "character voice announcement" and the type of voice when the "character voice announcement" is executed using the character voice announcement selection table 123a1, and when the "character voice announcement" is executed, can select the volume of the voice using the voice volume selection table 123a2. There are two types of voices, "Chance" and "Congratulations", and there are three voice volumes, 1st to 3rd. The details will be described later, but the voice volume differs depending on the type of weapon displayed by operating the normal button 40 in the "character voice announcement".

[0338] 45(A) is a diagram showing the contents of the character voice announcement selection table 123a1. The performance control microcomputer 121 refers to the type of the variation pattern and selects whether or not to execute the "character voice announcement" and the type of voice when the "character voice announcement" is executed.

[0339] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" will be executed 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" will be executed 20%, and the "Character Voice Announcement" will not be executed 10% of the time.

[0340] Also, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Character Voice Announcement" with the voice saying "Chance" will be executed 50% of the time, and the "Character Voice Announcement" with the voice saying "Congratulations" will not be executed 50% of the time, and the "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0341] In addition, when the fluctuation pattern is "N Miss Fluctuation" (THP013), the "Character Voice Announcement" will not be executed 100%, and the "Character Voice Announcement" with the voice saying "Chance" and the "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0342] In other words, the execution of a "character voice announcement" saying "Congratulations" is selected only when the result of the jackpot determination is a variation pattern corresponding to "jackpot win," and the "character voice announcement" saying "Congratulations" functions as a presentation suggesting that a jackpot game will be played.

[0343] In addition, the execution of the "Character Voice Announcement" is set to be selected only when the variation pattern includes an "SP Reach" in the presentation flow, and the "Character Voice Announcement" functions as a presentation that suggests the development into an "SP Reach".

[0344] In the second embodiment, the execution of the "character voice announcement" is selected only in the case of a variation pattern that includes an "SP reach" in the presentation flow, but the execution of the "character voice announcement" may be selected even in the case of a variation pattern that does not include an "SP reach" in the presentation flow. In this case, it is preferable that the execution of the "character voice announcement" is less likely to be selected in the case of a variation pattern that does not include an "SP reach" in the presentation flow than in the case of a variation pattern that includes an "SP reach" in the presentation flow. The selection ratio indicated by the character voice announcement selection table 123a1 shown in FIG. 45(A) can be changed as appropriate.

[0345] Fig. 45(B) is a diagram showing the contents of the voice volume selection table 123a2. The performance control microcomputer 121 selects the volume of the voice output from the speaker 52 in "character voice announcement" by referring to the type of variation pattern and the type of weapon changed by the player operating the normal button 40 in "character voice announcement". The details will be described later, but there are three types of weapons: "iron club", "dagger" and "bullet".

[0346] Specifically, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002) and the weapon type is the "Iron Club", the first volume will be selected 70% of the time, the second volume 30% of the time, and the third volume will not be selected.

[0347] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002) and the weapon type is "dagger", the second volume will be selected 70% of the time, the third volume will be selected 30%, and the first volume will not be selected.

[0348] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002) and the weapon type is "bullet", the third volume will be selected 100% of the time, and the first and second volumes will not be selected.

[0349] Also, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the second volume is selected 100% of the time, and the first and third volumes are not selected, regardless of the weapon type.

[0350] In other words, the first and third volumes are set to be selected only when the result of the jackpot determination is a variation pattern corresponding to a "jackpot win," and the "character voice announcement," in which the voice of the main character is output at the first or third volume, functions as a presentation suggesting that a jackpot game will be played.

[0351] In addition, when the result of the jackpot determination is a fluctuation pattern corresponding to a "miss," the second volume is always set to be selected regardless of the weapon type, whereas when the result of the jackpot determination is a fluctuation pattern corresponding to a "jackpot win," the first volume is more likely to be selected than the second volume when the weapon type is a "silver club," and the second volume is more likely to be selected than the third volume when the weapon type is a "dagger." Thus, a "character voice announcement" for the "silver club" weapon type functions as a presentation that is more likely to suggest that a jackpot game will be played than a "character voice announcement" for the "dagger" weapon type.

[0352] Also, when the weapon type is an "iron club", the first volume is likely to be selected, when the weapon type is a "dagger", the second volume is likely to be selected, and when the weapon type is a "bullet", the third volume is likely to be selected. It can be said that when an "iron club" is displayed, the "character voice preview" has a high probability of the voice of the main character being output at the first volume, when a "dagger" is displayed, the "character voice preview" has a high probability of the voice of the main character being output at the second volume, and when a "bullet" is displayed, the "character voice preview" has a high probability of the voice of the main character being output at the third volume. The selection ratios shown by the voice volume selection table 123a2 shown in FIG. 45(B) can be changed as appropriate.

[0353] In the second embodiment, the selected volume differs depending on the type of the variation pattern, but the same volume may be selected regardless of the type of the variation pattern. For example, the first volume may be selected whenever the weapon type is a "hammer", the second volume may be selected whenever the weapon type is a "dagger", and the third volume may be selected whenever the weapon type is a "bullet".

[0354] When the performance control microcomputer 121 executes a "character voice announcement" in a special chart change performance, it executes the "character voice announcement" with the type and volume of the voice selected by the character voice announcement selection table 123a1 and the voice volume selection table 123a2.

[0355] 46(A) to 46(F) and 47(A) to 47(F) are diagrams showing how the "character voice announcement" is made. When a "reach" is established in the special chart change performance, and an "N reach" is made as shown in FIG. 46(A), the "character voice announcement" is made.

[0356] In the "character voice preview", the operation of the four-way button 42 becomes effective, and as shown in Fig. 46(B), a four-way button image G300 imitating the four-way button 42 is displayed at the bottom center of the display unit 50a. The four-way button image G300 is composed of an up button image G300a imitating the up button 42a, a down button image G300b imitating the down button 42b, a left button image G300c imitating the left button 42c, and a right button image G300d imitating the right button 42d, and only the left button image G300c and the right button image G300d are displayed flashing to prompt the player to operate the left button 42c or the right button 42d.

[0357] When the player operates the left button 42c or the right button 42d while the four-way button image G300 is displayed, the main character image G200 is displayed on the display unit 50a. There are two types of main character image G200: an image showing the main character with a headband on his / her head as shown in FIG. 46(C), and an image showing the main character without a headband on his / her head as shown in FIG. 46(D). Each time the player operates the left button 42c or the right button 42d, the displayed image is switched. In the second embodiment, the main character image G200 is displayed by operating the four-way button 42, but it may be displayed before the four-way button 42 is operated. For example, the main character image G200 may be displayed at the same time as the four-way button image G300 is displayed.

[0358] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the main character image G200 displayed at that time is fixed and displayed. Fig. 46(E) shows the case where the main character image G200 with a headband wrapped around his head is fixed and displayed.

[0359] When the main character image G200 is fixedly displayed, operation of the normal button 40 becomes valid, and a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a, as shown in FIG. 46(F).

[0360] When the player operates the normal button 40 while the normal button image G31 is displayed, the weapon A image G301 is displayed on the main character image G200, as shown in Fig. 47(A). The weapon A image G301 is an image representing a single "iron club," suggesting that the main character is equipped with an "iron club."

[0361] Thereafter, when the player further operates the normal button 40, the weapon A image G301 changes to the weapon B image G302, as shown in Fig. 47(B). The weapon B image G302 is an image showing two "daggers", suggesting that the main character is equipped with "daggers".

[0362] Thereafter, when the player further operates the normal button 40, the weapon B image G302 changes to the weapon C image G303, as shown in Fig. 47(C). The weapon C image G303 is an image showing three "bullets", suggesting that the main character is equipped with "bullets".

[0363] 47(A) to 47(C) show an example in which the weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200 with a headband wrapped around his head, but if the main character image G200 without a headband is fixedly displayed, the weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200 without a headband wrapped around his head every time the normal button 40 is operated. Note that when a weapon image is displayed on the main character image G200, the weapon image does not change even if the four-way button 42 is operated.

[0364] In the second embodiment, when the weapon C image G303 is displayed on the main character image G200, the display of the weapon C image G303 is maintained even if the player further operates the normal button 40, but further operation of the normal button 40 may cause the weapon C image G303 to return to the weapon A image G301.

[0365] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31 is erased, and the weapon image displayed at that time is fixed and displayed. Fig. 47(D) shows a case where the weapon C image G303 is fixed and displayed. Note that if the normal button 40 has not been operated even once, no weapon image is displayed.

[0366] Then, when a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31 was erased, the voice of the main character is output from the speaker 52. At this time, if "Chance" is selected by the character voice announcement selection table 123a1, the voice of the main character saying "Chance" is output from the speaker 52 as shown in Fig. 47(E), and if "Congratulations" is selected by the character voice announcement selection table 123a1, the voice of the main character saying "Congratulations" is output from the speaker 52 as shown in Fig. 47(F).

[0367] The voice of the main character is output at a volume selected by the voice volume selection table 123a2, and is output at any one of the first volume, second volume, and third volume. The second volume is the same volume as the various sounds output from the speaker 52 before the "character voice announcement" is made, and if the normal button 40 is not operated and no weapon image is displayed, the voice of the main character is output at this second volume. The first volume is smaller than the second volume, and the third volume is larger than the second volume.

[0368] Specifically, when the type of the fixedly displayed weapon image is a "claw," the voice of the main character is output at either the first or second volume; when the type of the fixedly displayed weapon image is a "dagger," the voice of the main character is output at either the second or third volume; and when the type of the fixedly displayed weapon image is a "bullet," the voice of the main character is output at either the second or third volume (see Figure 45(B)).

[0369] Then, when the voice of the main character is output from speaker 52, main character image G200 and the weapon image are erased, and the "character voice announcement" ends. In the second embodiment, when the voice of the main character in the "character voice announcement" is output at the first volume or the third volume, the volume of various sounds output thereafter is returned to the second volume, but when the voice of the main character is output at the first volume, the first volume may continue thereafter, and when the voice of the main character is output at the third volume, the third volume may continue thereafter.

[0370] Furthermore, in the second embodiment, even if no weapon image is displayed, in other words, if the normal button 40 is not operated, the voice of the main character is output from the speaker 52; however, if the player does not operate the normal button 40, the voice of the main character may not be output from the speaker 52.

[0371] Furthermore, in the second embodiment, the volume of the voice of the main character is selected at the same ratio regardless of whether the main character image G200 with a headband or the main character image G200 without a headband is selected by operating the four-way button 42; however, the volume of the voice of the main character may be selected at different ratios when the main character image G200 with a headband is selected and when the main character image G200 without a headband is selected.

[0372] In the second embodiment, a case is exemplified where no sound is output from the speaker 52 during the period from when the weapon image is displayed until the voice of the main character is output, but a predetermined sound may be output during the period from when the weapon image is displayed until the voice of the main character is output. In this case, the volume of the predetermined sound may be output at the same volume as the volume selected by the voice volume selection table 123a2, or may be output at a predetermined volume (for example, the second volume) regardless of the volume selected by the voice volume selection table 123a2.

[0373] Next, the "cut-in notice" will be specifically described. The performance control microcomputer 121 can execute the "cut-in notice" in the "SP reach" in the special chart change performance of the change pattern "SPSP big win change", "SP big win change", "SPSP miss change", and "SP miss change".

[0374] As shown in Fig. 44, a cut-in notice selection table 123a3 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute a "cut-in notice" and the type of cut-in frame when executing the "cut-in notice" using the cut-in notice selection table 123a3. There are two types of cut-in frames: a "blue frame" and a "red frame".

[0375] 45(C) is a diagram showing the contents of the cut-in notice selection table 123a3. The performance control microcomputer 121 refers to the type of the variation pattern and selects whether to execute the "cut-in notice" and the type of the cut-in frame when the "cut-in notice" is executed.

[0376] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the "cut-in notice" in the "blue frame" will be executed 20%, the "cut-in notice" in the "red frame" will be executed 40%, and the "cut-in notice" will not be executed 40% of the time.

[0377] In addition, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Cut-in Notice" with the "Blue Frame" will be executed 50%, the "Cut-in Notice" with the "Red Frame" will be executed 10%, and the "Cut-in Notice" will not be executed 40% of the time.

[0378] In other words, the ``cut-in notice'' in the ``red frame'' is set to be more likely to be selected when the result of the jackpot judgment corresponds to a ``jackpot win'' than when the result of the jackpot judgment corresponds to a ``miss,'' and the ``cut-in notice'' in the ``red frame'' functions as a presentation that suggests that there is a high possibility of a jackpot game being played.

[0379] In addition, the ``cut-in announcement'' in the ``red frame'' is set to be selected for execution in the case of a fluctuation pattern in which the performance flow includes an ``SPSP reach'' more than in the case of a fluctuation pattern in which the performance flow does not include an ``SPSP reach,'' and the ``cut-in announcement'' in the ``red frame'' functions as a performance that suggests there is a high possibility of it developing into an ``SPSP reach.''

[0380] In the second embodiment, the execution of the "cut-in notice" is selected only in the case of a variation pattern in which the performance flow includes an "SP reach", but the execution of the "cut-in notice" may be selected even in the case of a variation pattern in which the performance flow does not include an "SP reach". In this case, it is preferable that the execution of the "cut-in notice" is less likely to be selected in the case of a variation pattern in which the performance flow does not include an "SP reach" than in the case of a variation pattern in which the performance flow includes an "SP reach". The selection ratio indicated by the cut-in notice selection table 123a3 shown in FIG. 45(C) can be changed as appropriate.

[0381] When the performance control microcomputer 121 executes a "cut-in notice" in a special chart variation performance, the microcomputer 121 executes the "cut-in notice" in the type of cut-in frame selected by the cut-in notice selection table 123a3.

[0382] Figure 48 (A) to Figure 48 (D) are diagrams showing how the "cut-in notice" is performed. When the special chart change performance develops into "SP reach" and the main character tries to attack the enemy character, as shown in Figure 48 (A), the "cut-in notice" is performed.

[0383] In the "cut-in notice", the operation of the normal button 40 becomes valid, and as shown in FIG. 48(B), a normal button image G31 imitating the normal button 40 is displayed at the bottom center of the display unit 50a. Then, when the player operates the normal button 40 while the normal button image G31 is displayed, or when a predetermined operation valid time (for example, 3 seconds) has elapsed without the player operating the normal button 40, as shown in FIG. 48(C), the normal button image G31 is erased, and the cut-in frame image G400 and the main character image G200 are displayed on the display unit 50a. At this time, if the "blue frame" is selected by the cut-in notice selection table 123a3, the cut-in frame image G400 is displayed in blue, and if the "red frame" is selected by the cut-in notice selection table 123a3, the cut-in frame image G400 is displayed in red.

[0384] Then, when a predetermined time (for example, one second) has elapsed since the cut-in frame image G400 and the main character image G200 are displayed, as shown in Fig. 48(D), the main character's voice saying "Go!" is output from speaker 52. The volume of this main character's voice is output at the second volume, regardless of whether the player has operated normal button 40 or not.

[0385] Then, when the main character's voice is output from speaker 52, cut-in frame image G400 and main character image G200 are erased, and the "cut-in preview" ends.

[0386] In the second embodiment, even if a "character voice preview" is performed in an "N reach", the volume of the voice of the main character output in the "cut-in preview" is output at the second volume regardless of the volume of the voice of the main character output in the "character voice preview", but if a "character voice preview" is performed in an "N reach", the voice of the main character output in the "cut-in preview" may be output at the same volume as the volume of the voice of the main character output in the "character voice preview". For example, if the voice of the main character is output at a first volume in the "character voice preview", the voice of the main character may also be output at the first volume in the "cut-in preview", and if the voice of the main character is output at a third volume in the "character voice preview", the voice of the main character may also be output at the third volume in the "cut-in preview".

[0387] In addition, in the second embodiment, in a "cut-in preview," the voice of the main character is output from speaker 52 when normal button 40 is operated, but the voice of the main character may also be output from speaker 52 when four-way button 42 is operated.

[0388] Next, the "roulette notice" will be specifically described. The performance control microcomputer 121 can execute the "roulette notice" in the "SPSP reach" in the special chart change performance in which the change pattern is "SPSP big win change" or "SPSP miss change".

[0389] Figure 49 (A) to Figure 49 (C) are diagrams showing how the "roulette notice" is performed. When the special chart change performance develops into "SPSP reach" and the main character tries to attack a strong enemy character, as shown in Figure 49 (A), the "roulette notice" is performed.

[0390] In the "roulette preview", the operation of the four-way button 42 becomes effective, and as shown in Fig. 49(B), a technique image G600 representing a technique that the main character can use is displayed in the center of the display unit 50a, and a four-way button image G300 simulating the four-way button 42 is displayed below the technique image G600, and only the up button image G300a and the down button image G300b are displayed flashing to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The technique image G600 is composed of a technique image G600a indicating that the technique used by the main character is a "punch", a technique image G600b indicating that the technique used by the main character is a "chop", and a technique image G600c indicating that the technique used by the main character is a "kick", and initially only the technique image G600a is displayed.

[0391] When the four-way button image G300 is displayed, if the player operates the up button 42a or the down button 42b, the image displayed as the technique image G600 will change, and each time the up button 42a or the down button 42b is operated, the displayed image will change in the following order: technique image G600a → technique image G600b → technique image G600c.

[0392] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the technique image G600 displayed at that time is fixed and displayed. At this time, a "beep" sound effect is output from the speaker 52 to indicate that the technique image G600 is fixedly displayed. The volume of this sound effect is output at the second volume, regardless of whether the player has operated the four-way button 42. FIG. 49(C) shows the case where the technique image G600c is fixedly displayed.

[0393] Then, when a predetermined time (for example, one second) has elapsed since the fixed display of the technique image G600, the technique image G600 is erased, and the "roulette notice" ends. After that, in the final stage of the "SPSP reach", a scene in which the main character unleashes a technique corresponding to the fixedly displayed technique image G600 and the main character defeats a strong opponent character, or a scene in which the strong opponent character defeats the main character, is displayed on the display unit 50a.

[0394] In the second embodiment, even if a "character voice announcement" is made in an "N reach", the volume of the sound effect output in the "roulette announcement" is output at the second volume regardless of the volume of the voice of the main character output in the "character voice announcement", but if a "character voice announcement" is made in an "N reach", the sound effect output in the "roulette announcement" may be output at the same volume as the volume of the voice of the main character output in the "character voice announcement". For example, if the voice of the main character is output at a first volume in the "character voice announcement", the sound effect in the "roulette announcement" may also be output at the first volume, and if the voice of the main character is output at a third volume in the "character voice announcement", the sound effect in the "roulette announcement" may also be output at the third volume.

[0395] In addition, in the second embodiment, in the “roulette preview”, the image displayed as the technique image G600 is switched by operating the four-way button 42, but the image displayed as the technique image G600 may also be switched by operating the normal button 40.

[0396] <Considerations regarding the second embodiment> The pachinko gaming machine PY1 described in the second embodiment will be considered below. First, the display mode of the main character image G200 displayed in the "character voice announcement" will be considered.

[0397] In the "character voice preview", the main character image G200 is displayed on the display unit 50a by operating the four-way button 42. Then, every time the four-way button 42 is operated while the main character image G200 is displayed, the main character image G200 representing the main character with a headband on his head and the main character image G200 representing the main character without a headband on his head are alternately switched. Also, every time the normal button 40 is operated while the main character image G200 is displayed, any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is displayed on the main character image G200. In other words, in the "character voice preview", when the four-way button 42 or the normal button 40 is operated while the main character image G200 is displayed, the display mode of the main character image G200 changes.

[0398] Next, the display mode of the technique image G600 displayed in the "roulette preview" will be considered.

[0399] In the "roulette preview", each time the four-way button 42 is operated while the technique image G600 is displayed, the technique image G600 switches in the following order: technique image G600a indicating a "punch" → technique image G600b indicating a "chop" → technique image G600c indicating a "kick." In other words, in the "roulette preview", when the four-way button 42 is operated while the technique image G600 is displayed, the display mode of the technique image G600 changes.

[0400] Next, we consider the volume of the main character's voice that is output in the "character voice preview."

[0401] In the "character voice preview", after the main character image G200 is displayed, the voice of the main character is output from the speaker 52. The volume of the main character's voice is selected by the voice volume selection table 123a2, and the types of volumes include the first volume, which is the lowest, the second volume, which is higher than the first volume, and the third volume, which is higher than the second volume. The third volume is most likely to be selected when a "bullet" is displayed on the main character image G200 (see FIG. 45(B)). In other words, when the voice of the main character is output from the speaker 52 with the weapon C image G303 representing a "bullet" displayed on the main character image G200, it can be said that the probability of the voice of the main character being output at the third volume, which is the highest, is higher than when the voice of the main character is output from the speaker 52 with the weapon C image G303 representing a "bullet" not displayed on the main character image G200.

[0402] <Effects of the second embodiment> The effects of the pachinko gaming machine PY1 explained in the second embodiment will be described below.

[0403] (1) In the "Character Voice Announcement," when the main character image G200 is displayed on the display unit 50a, if the player operates the four-way button 42 or the normal button 40, the display mode of the main character image G200 displayed on the display unit 50a changes, so that the player can arbitrarily change the display mode of the main character image G200, thereby making the game more interesting.

[0404] (2) In the "Character Voice Announcement," after the main character image G200 is displayed on the display unit 50a, the voice of the main character is output from the speaker 52. This makes it possible to associate the image displayed on the display unit 50a with the sound output from the speaker 52, thereby increasing the interest in the game.

[0405] (3) In the "character voice preview," regardless of whether the weapon A image G301, the weapon B image G302, or the weapon C image G303 is displayed on the main character image G200, the same voice is output as the voice output from the speaker 52 thereafter, making it possible to make the content of the presentation easier to understand and to increase the interest of the game.

[0406] (4) In the "Character Voice Preview," whether or not a weapon image (weapon A image G301, weapon B image G302, weapon C image G303) is displayed on the main character image G200, the same voice is output as the voice output from speaker 52 thereafter, making it possible to make the presentation easier to understand and to increase interest in the game.

[0407] (5) When the voice of the main character is output from speaker 52 during the "Character Voice Announcement," it is output at one of the first, second, or third volume levels, thereby increasing the variety in the volume of the main character's voice and making the game more interesting.

[0408] (6) In the "character voice preview," the probability that the voice of the main character will be output at the third loudest volume differs between a case in which the weapon C image G303 representing a "bullet" is displayed on the main character image G200 and the voice of the main character is output from speaker 52 and a case in which the weapon C image G303 representing a "bullet" is not displayed on the main character image G200 and the voice of the main character is output from speaker 52. Therefore, the display mode of the main character image G200 and the volume of the main character's voice can be associated with each other, making it possible to increase the interest of the game.

[0409] <Modification of the second embodiment> Below, we will explain modified examples of the pachinko game machine PY1 described in the second embodiment. Of course, the configurations related to the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

[0410] In the second embodiment, the "character voice announcement" is performed during the "N reach" of the special chart change performance, but it may be performed before the "N reach" or after the "N reach".

[0411] In the second embodiment, the "cut-in notice" is performed in the "SP reach" of the special chart change performance, but it may be performed after the "character voice notice" and may be performed outside of the "SP reach". For example, the "cut-in notice" may be performed after the "character voice notice" is executed in the "N reach", or the "cut-in notice" may be performed in the "SPSP reach".

[0412] In the second embodiment, the "roulette notice" is performed in the "SPSP reach" of the special chart change performance, but it may be performed after the "character voice notice" and may be performed at a time other than the "SPSP reach". For example, in the "N reach", the "roulette notice" may be performed after the "character voice notice" is executed, and in the "SP reach", the "roulette notice" may be performed before or after the "cut-in notice" is executed.

[0413] In the second embodiment, the "character voice notice", "cut-in notice", and "roulette notice" are made based on the result of the jackpot determination (variation pattern), but they may also be made based on the type of the stopped pattern of the special chart. For example, when the stopped pattern of the special chart is a "probable variable pattern", the "character voice notice", "cut-in notice", and "roulette notice" may be made. In this case, the "character voice notice", "cut-in notice", and "roulette notice" can suggest that a high probability state will be reached, making it possible to increase the interest of the game.

[0414] In the second embodiment, the "character voice notice", the "cut-in notice", and the "roulette notice" are performed during the variable display of the first special symbol in the non-time-saving state, but they may be performed in a game state other than the non-time-saving state. For example, the "character voice notice", the "cut-in notice", and the "roulette notice" may be performed during the variable display of the second special symbol in the time-saving state.

[0415] In addition, in the second embodiment, the display state of the main character image G200 displayed in the "character voice preview" is changed by operating either the four-way button 42 or the normal button 40, but it may also be changed by operating only the four-way button 42 or only the normal button 40.

[0416] In the second embodiment, the main character image G200 displayed in the "character voice preview" is added with any one of the weapon A image G301, weapon B image G302, and weapon C image G303 by operating the normal button 40, but it is not limited to adding other images as long as the display mode of the main character image G200 is changed by operating the normal button 40. For example, the facial expression of the main character may be changed each time the normal button 40 is operated.

[0417] In the second embodiment, the sound output in the "character voice preview" is the voice of the main character, but other sounds may be output. For example, a sound effect such as "queen" may be output, or a sound effect may be output in addition to the voice of the main character. In this case, it is preferable that the sound effect be output at the same volume as the volume selected by the voice volume selection table 123a2.

[0418] In addition, in the second embodiment, the sound output during the "character voice preview" is the same regardless of the display mode of the main character image G200, but it is also possible to output a different sound depending on the display mode of the main character image G200.

[0419] In addition, in the second embodiment, the volume of the sound output in the "character voice preview" is three types: a first volume, a second volume, and a third volume, but the sound may be output at two or four or more volume types.

[0420] <Invention disclosed in the second embodiment> The following invention AA has been disclosed up to the preceding paragraph in this [Mode for carrying out the invention]. In the explanation of invention AA, 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 AA is a collective term for the following inventions AA1 to AA4.

[0421] Also, for example, in the gaming machine described in JP 2015-195889 A, an operation button that can be operated by the player is provided, and an effect may be performed according to the operation of the operation button. For example, in the gaming machine of the following Patent Document 1, when the operation button is operated, a big win notice is executed, which suggests the possibility of a big win. In such a gaming machine, there is room for improvement in terms of the effect. Therefore, if the gaming machines according to the following Inventions AA1 to AA4 are realized, it is expected that the interest in the game will increase.

[0422] The gaming machine according to the invention AA1 is A gaming machine that uses a pattern (special pattern), The game device is provided with a performance execution means (performance control microcomputer 121) for performing a performance using a performance means including an operation means (normal button 40, four-way button 42) that can be operated by a player, an audio output means (speaker 52) that can output audio, and a display means (image display device 50) that can display images, The performance execution means includes: When the operation means is operated during the variable display of the pattern, a specific image (the main character image G200) can be displayed on the display means, When the operation means is operated while the specific image is being displayed, a display mode of the specific image can be changed, After the specific image is displayed, a predetermined sound (a voice of a main character) may be output from the sound output means. It is characterized by:

[0423] The gaming machine according to the invention AA2 is A gaming machine according to the invention AA1, The display mode of the specific image includes a special display mode (weapon A image G301, weapon B image, weapon C image G303), The performance execution means includes: The same sound ("Chance", "Congratulations") is output as the predetermined sound, whether the predetermined sound is output after the specific image is changed to the special display mode or whether the predetermined sound is output without changing the specific image to the special display mode. It is characterized by:

[0424] The gaming machine according to the invention AA3 is A gaming machine according to invention AA2, The audio output means includes: The predetermined sound is output at a first volume (second volume) and at a second volume (first volume, third volume) different from the first volume. It is characterized by:

[0425] The gaming machine according to the invention AA4 is A gaming machine according to the invention AA3, When the specific image is changed to the special display mode and then the specific sound is output, the specific sound is more likely to be output at the second volume than when the specific image is not changed to the special display mode and the specific sound is output. It is characterized by:

[0426] <Third embodiment> The third embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment or the first embodiment described above is also applied to the third embodiment.

[0427] First, the front door 23 will be specifically described with reference to Figure 50. Figure 50 is a perspective view of the lower part of the front door 23. As shown in Figure 50, the front part of the front door 23 is provided with a normal button 40, a handle 72k, and a four-way button 42 consisting of four buttons on the top, bottom, left and right as operation parts that can be operated by a player.

[0428] The handle 72k is a handle for launching the game ball toward the game board 1, and is equipped with a touch sensor (not shown) that detects whether the player is holding the handle 72k. When the handle 72k is rotated to the right while the touch sensor is detecting this, the game ball is launched.

[0429] The four-way buttons 42 are used in the operation presentation in the special chart variation presentation, similar to the normal button 40, and include an up button 42a corresponding to the up direction, a down button 42b corresponding to the down direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way buttons 42 are operated by the player, a predetermined image is displayed on the display unit 50a, the board lamp 54 is illuminated in a predetermined illumination mode, and a predetermined sound is output from the speaker 52.

[0430] Next, the on-board movable body 55k provided on the game board 1 will be described with reference to Fig. 51. As shown in Fig. 51(A), the on-board movable body 55k includes a left movable body 55Lk and a right movable body 55Rk. The left movable body 55Lk and the right movable body 55Rk each include a drive motor (not shown) and movable bodies LED55LL, 55RL that can emit light.

[0431] Each drive motor is composed of a stepping motor that rotates at a rotation speed corresponding to the number of steps based on a pulse signal, and is electrically connected to the performance control microcomputer 121. The performance control microcomputer 121 can control the rotation of each drive motor to move the left movable body 55Lk and the right movable body 55Rk.

[0432] The left movable body 55Lk and the right movable body 55Rk are configured to be movable between a standby position shown in Fig. 51(B) and a lowest position shown in Fig. 51(C). The performance control microcomputer 121 can move one or both of the left movable body 55Lk and the right movable body 55Rk to any position by controlling the rotation of each drive motor.

[0433] The movable body LEDs 55LL, 55RL are electrically connected to the performance control microcomputer 121, and the performance control microcomputer 121 can cause the movable body LEDs 55LL, 55RL to emit light and cause the left movable body 55Lk and the right movable body 55Rk to light up or flash.

[0434] In front of the movable body LEDs 55LL and 55RL, movable body lenses 55LLr and 55RLr are provided to diffuse the light emitted by the movable body LEDs 55LL and 55RL. The performance control microcomputer 121 can light up or blink the left movable body 55Lk and the right movable body 55Rk in any color through the movable body lenses 55LLr and 55RLr by illuminating the movable body LEDs 55LL and 55RL.

[0435] Next, with reference to Fig. 52 to Fig. 58, the special chart variation presentation that can be executed by the presentation control microcomputer 121 according to the variation pattern selected by the game control microcomputer 101 will be described. The presentation control microcomputer 121 can execute the following presentations in the special chart variation presentation in the non-time-saving state.

[0436] A. Normal fluctuation "Normal variation" is a performance that may be performed in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is performed first in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.

[0437] B. Leach "Reach" is an effect that may occur after "normal fluctuation", in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. Since "Reach" may occur when the result of the jackpot determination is "jackpot win", it functions as an effect that suggests that a jackpot game may occur. In addition, since "Reach" may develop into a reach effect such as "N reach", "SP reach", or "SPSP reach", it also functions as an effect that suggests that a reach effect may occur.

[0438] CN Reach "N Reach" is a performance that may occur after a "reach" is established, and is a reach performance in which the fluctuation speed of the middle performance pattern EZ2 gradually slows down. Since "N Reach" may occur when the result of the jackpot judgment is "jackpot winning", it functions as a performance that suggests the possibility of a jackpot game.

[0439] D.SP Reach "SP Reach" is an effect that can occur after "N Reach" and is a reach effect in which the main character and the enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "jackpot win" than when it is "miss," so it functions as an effect that suggests the possibility of a jackpot game.

[0440] E.SPSP Reach "SPSP reach" is an effect that may occur after "SP reach", and is a reach effect in which the main character battles a strong enemy character. "SPSP reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when "SP reach" develops into "SPSP reach" than when it does not develop from "SP reach" into "SPSP reach", "SPSP reach" also functions as an effect that suggests that there is a high possibility of a jackpot game being played compared to "SP reach".

[0441] F. Character Voice Preview The "Character Voice Announcement" is an effect that may occur during an "N Reach", in which the voice of the main character is output from the speaker 52 and the movable body LEDs 55LL, 55RL of the on-board movable body 55k light up in response to the operation of the normal button 40 and the four-way button 42. The "Character Voice Announcement" may subsequently develop into an "SP Reach", and therefore functions as an effect suggesting that an "SP Reach" may occur.

[0442] G. Gimmick Announcement The "gimmick announcement" is an effect that may occur during an "SP reach", and is an announcement effect in which the on-board movable body 55k moves in response to the operation of the normal button 40. Since the "gimmick announcement" may subsequently develop into an "SPSP reach", it functions as an effect suggesting that an "SPSP reach" may occur.

[0443] H. Roulette Notice The "roulette notice" is an effect that may be performed during the "SPSP reach" and is a notice effect in which one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) in response to the operation of the four-way button 42. The "roulette notice" may then stop and display the performance symbols EZ1, EZ2, EZ3 as a repeat number indicating a jackpot, and therefore functions as an effect suggesting the possibility of a jackpot game being played.

[0444] Next, the main special chart change performance flow executed in the non-time-saving state will be described with reference to Fig. 52. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance constituting the performance flow, and can execute a light emission performance using the frame lamp 53 and the board lamp 54 and a sound performance using the speaker 52 according to the display of the performance image.

[0445] As shown in Figure 52(A), in the special chart change performance with the change pattern "SPSP big win change" and "SPSP miss change", the performance flow is executed which consists of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach". In these special chart change performances, "character voice announcement" may be performed in "N reach", "gimmick announcement" may be performed in "SP reach", and "roulette announcement" may be performed in "SPSP reach".

[0446] Also, as shown in Figure 52(B), in the special chart change performance with the change pattern of "SP big win change" and "SP miss change", the performance flow is executed which consists of "normal change" → "reach" → "N reach" → "SP reach". In these special chart change performances, "character voice announcement" may be performed in "N reach", and "gimmick announcement" may be performed in "SP reach".

[0447] Also, as shown in Figure 52(C), in the special chart change performance where the change pattern is "N Miss Change", the performance flow is composed of "Normal Change" → "Reach" → "N Reach". In addition, in this special chart change performance, "Character Voice Notice", "Gimmick Notice", and "Roulette Notice" are not performed.

[0448] Also, as shown in Figure 52 (D), in the special chart change performance of the "normal miss change" change pattern, a performance flow consisting of only "normal change" is executed. In addition, in this special chart change performance, "character voice announcement", "gimmick announcement", and "roulette announcement" are not performed.

[0449] Next, the main effects executed in the special chart variation performance will be specifically described. In the special chart variation performance described below, the display of the reserved icon HA is also performed in parallel, but the illustration of the reserved icon HA may be omitted.

[0450] First, the "character voice announcement" will be specifically explained. The performance control microcomputer 121 can execute the "character voice announcement" in the "N reach" in the special chart change performance in which the change pattern is "SPSP big win change", "SP big win change", "SPSP miss change", or "SP miss change".

[0451] As shown in FIG. 53, the performance control microcomputer 121 stores a character voice announcement selection table 123a4 and a gimmick light intensity selection table 123a5 in the performance control microcomputer 121. The performance control microcomputer 121 can select whether to execute the "character voice announcement" and the type of voice when executing the "character voice announcement" using the character voice announcement selection table 123a4, and when executing the "character voice announcement", can select the light intensity of the movable body LEDs 55LL and 55RL using the gimmick light intensity selection table 123a5. There are two types of voices, "Chance" and "Congratulations", and there are three light intensities, 1st to 3rd, for the movable body LEDs 55LL and 55RL. Details will be described later, but the light intensity of the movable body LEDs 55LL and 55RL differs depending on the type of weapon displayed by operating the normal button 40 in the "character voice announcement".

[0452] 54(A) is a diagram showing the contents of the character voice announcement selection table 123a4. The performance control microcomputer 121 refers to the type of the variation pattern and selects whether or not to execute the "character voice announcement" and the type of voice when the "character voice announcement" is executed.

[0453] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" will be executed 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" will be executed 20%, and the "Character Voice Announcement" will not be executed 10% of the time.

[0454] Also, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Character Voice Announcement" with the voice saying "Chance" will be executed 50% of the time, and the "Character Voice Announcement" with the voice saying "Congratulations" will not be executed 50% of the time, and the "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0455] In addition, when the fluctuation pattern is "N Miss Fluctuation" (THP013), the "Character Voice Announcement" will not be executed 100%, and the "Character Voice Announcement" with the voice saying "Chance" and the "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0456] In other words, the execution of a "character voice announcement" saying "Congratulations" is selected only when the result of the jackpot determination is a variation pattern corresponding to "jackpot win," and the "character voice announcement" saying "Congratulations" functions as a presentation suggesting that a jackpot game will be played.

[0457] In addition, the execution of the "Character Voice Announcement" is set to be selected only when the variation pattern includes an "SP Reach" in the presentation flow, and the "Character Voice Announcement" functions as a presentation that suggests the development into an "SP Reach".

[0458] In the third embodiment, the execution of the "character voice announcement" is selected only in the case of a variation pattern that includes an "SP reach" in the presentation flow, but the execution of the "character voice announcement" may be selected even in the case of a variation pattern that does not include an "SP reach" in the presentation flow. In this case, it is preferable that the execution of the "character voice announcement" is less likely to be selected in the case of a variation pattern that does not include an "SP reach" in the presentation flow than in the case of a variation pattern that includes an "SP reach" in the presentation flow. The selection ratio indicated by the character voice announcement selection table 123a4 shown in FIG. 54(A) can be changed as appropriate.

[0459] Fig. 54(B) is a diagram showing the contents of the gimmick light intensity selection table 123a5. The performance control microcomputer 121 selects the light intensity of the movable body LEDs 55LL, 55RL that emit light during "character voice announcement" by referring to the type of variation pattern and the type of weapon that is changed by the player operating the normal button 40 during "character voice announcement". Details will be described later, but there are three types of weapons: "iron club", "dagger" and "bullet".

[0460] Specifically, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002) and the weapon type is the "Iron Club", the first light intensity will be selected 70% of the time, the second light intensity 30%, and the third light intensity will not be selected.

[0461] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002) and the weapon type is "dagger", the second light intensity will be selected 70% of the time, the third light intensity 30%, and the first light intensity will not be selected.

[0462] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002) and the weapon type is "bullet", the third light intensity will be selected 100%, and the first and second light intensities will not be selected.

[0463] Also, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the second light intensity is selected at a rate of 100%, and the first and third light intensities are not selected, regardless of the type of weapon.

[0464] In other words, the first and third light intensities are set to be selected only when the result of the jackpot determination is a fluctuation pattern corresponding to a "jackpot win," and the "character voice announcement" in which the movable LEDs 55LL and 55RL emit light at the first or third light intensity functions as a presentation suggesting that a jackpot game will be played.

[0465] In addition, when the result of the jackpot determination is a fluctuation pattern corresponding to a "miss," the second light amount is always set to be selected regardless of the weapon type, whereas when the result of the jackpot determination is a fluctuation pattern corresponding to a "jackpot win," the first light amount is more likely to be selected than the second light amount when the weapon type is a "silver club," and the second light amount is more likely to be selected than the third light amount when the weapon type is a "dagger." Thus, a "character voice announcement" for the "silver club" weapon type functions as a presentation that is more likely to suggest that a jackpot game will be played than a "character voice announcement" for the "dagger" weapon type.

[0466] In addition, when the weapon type is the "iron club", the first light intensity is likely to be selected, when the weapon type is the "dagger", the second light intensity is likely to be selected, and when the weapon type is the "bullet", the third light intensity is likely to be selected. When the "iron club" is displayed, the "character voice announcement" is highly likely to cause the movable body LEDs 55LL and 55RL to emit light at the first light intensity, when the "dagger" is displayed, the "character voice announcement" is highly likely to cause the movable body LEDs 55LL and 55RL to emit light at the second light intensity, and when the "bullet" is displayed, the "character voice announcement" is highly likely to cause the movable body LEDs 55LL and 55RL to emit light at the third light intensity. The selection ratios shown by the gimmick light intensity selection table 123a5 shown in FIG. 54(B) can be changed as appropriate.

[0467] In the third embodiment, the selected light intensity differs depending on the type of the fluctuation pattern, but the same light intensity may be selected regardless of the type of the fluctuation pattern. For example, the first light intensity may be always selected when the weapon type is a "hammer", the second light intensity may be always selected when the weapon type is a "dagger", and the third light intensity may be always selected when the weapon type is a "bullet".

[0468] When the performance control microcomputer 121 executes a "character voice announcement" in a special chart change performance, it executes the "character voice announcement" with the type of voice and light intensity selected by the character voice announcement selection table 123a4 and the gimmick light intensity selection table 123a5.

[0469] 55(A) to 55(F) and 56(A) to 56(F) are diagrams showing how the "character voice announcement" is made. When a "reach" is established in the special chart change performance, and an "N reach" is made as shown in FIG. 55(A), the "character voice announcement" is made.

[0470] In the "character voice preview", the operation of the four-way button 42 becomes effective, and as shown in Fig. 55(B), a four-way button image G300 imitating the four-way button 42 is displayed at the bottom center of the display unit 50a. The four-way button image G300 is composed of an up button image G300a imitating the up button 42a, a down button image G300b imitating the down button 42b, a left button image G300c imitating the left button 42c, and a right button image G300d imitating the right button 42d, and only the left button image G300c and the right button image G300d are displayed flashing to prompt the player to operate the left button 42c or the right button 42d.

[0471] When the player operates the left button 42c or the right button 42d while the four-way button image G300 is displayed, the main character image G200 is displayed on the display unit 50a. There are two types of main character image G200: an image showing the main character with a headband on his head as shown in FIG. 55(C), and an image showing the main character without a headband on his head as shown in FIG. 55(D). Each time the player operates the left button 42c or the right button 42d, the displayed image is switched. In the third embodiment, the main character image G200 is displayed by operating the four-way button 42, but it may be displayed before the four-way button 42 is operated. For example, the main character image G200 may be displayed at the same time as the four-way button image G300 is displayed.

[0472] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the main character image G200 displayed at that time is fixed and displayed. Fig. 55(E) shows the case where the main character image G200 with a headband wrapped around his head is fixed and displayed.

[0473] When the main character image G200 is fixedly displayed, operation of the normal button 40 becomes valid, and a normal button image G31 imitating the normal button 40 is displayed at the bottom center of the display unit 50a, as shown in FIG. 55(F).

[0474] When the player operates the normal button 40 while the normal button image G31 is displayed, the weapon A image G301 is displayed on the main character image G200, as shown in Fig. 56(A). The weapon A image G301 is an image representing a single "iron club," suggesting that the main character is equipped with the "iron club."

[0475] Thereafter, when the player further operates the normal button 40, the weapon A image G301 changes to the weapon B image G302, as shown in Fig. 56(B). The weapon B image G302 is an image showing two "daggers", suggesting that the main character is equipped with "daggers".

[0476] Thereafter, when the player further operates the normal button 40, the weapon B image G302 changes to the weapon C image G303, as shown in Fig. 56(C). The weapon C image G303 is an image showing three "bullets", suggesting that the main character is equipped with "bullets".

[0477] 56(A) to 56(C) show an example in which the weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200 with a headband wrapped around his head, but if the main character image G200 without a headband is fixedly displayed, the weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200 without a headband wrapped around his head every time the normal button 40 is operated. Note that when a weapon image is displayed on the main character image G200, the weapon image does not change even if the four-way button 42 is operated.

[0478] In the third embodiment, when the weapon C image G303 is displayed on the main character image G200, the display of the weapon C image G303 is maintained even if the player further operates the normal button 40, but further operation of the normal button 40 may cause the weapon C image G303 to return to the weapon A image G301.

[0479] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31 is erased, and the weapon image displayed at that time is fixed and displayed. Fig. 56(D) shows a case where the weapon C image G303 is fixed and displayed. Note that if the normal button 40 has not been operated even once, no weapon image is displayed.

[0480] Then, when a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31 was erased, the voice of the main character is output from the speaker 52, and the movable body LEDs 55LL and 55RL emit white light intermittently (the on-board movable body 55k flashes white). At this time, if "Chance" is selected by the character voice announcement selection table 123a4, the voice of the main character saying "Chance" is output from the speaker 52 as shown in Fig. 56(E), and if "Congratulations" is selected by the character voice announcement selection table 123a4, the voice of the main character saying "Congratulations" is output from the speaker 52 as shown in Fig. 56(F).

[0481] Moreover, the movable body LEDs 55LL, 55RL emit light at a light intensity selected by the gimmick light intensity selection table 123a5, and emit light at any one of the first light intensity, the second light intensity, and the third light intensity. The second light intensity is the same as the light intensity of the movable body LEDs 55LL, 55RL that emit light in various effects before the "character voice announcement" is performed, and when the normal button 40 is not operated and no weapon image is displayed, the movable body LEDs 55LL, 55RL emit light at this second light intensity. Moreover, the first light intensity is weaker than the second light intensity, and the third light intensity is stronger than the second light intensity.

[0482] Specifically, when the type of fixedly displayed weapon image is a "hammer," the movable body LEDs 55LL, 55RL emit light at either the first or second light intensity, when the type of fixedly displayed weapon image is a "dagger," the movable body LEDs 55LL, 55RL emit light at either the second or third light intensity, and when the type of fixedly displayed weapon image is a "bullet," the movable body LEDs 55LL, 55RL emit light at either the second or third light intensity (see Figure 54(B)).

[0483] Then, when the voice of the main character is output from the speaker 52 and the movable body LEDs 55LL, 55RL emit light, the main character image G200 and the weapon image are erased, and the "character voice announcement" ends. In the third embodiment, when the movable body LEDs 55LL, 55RL emit light in the first light amount or the third light amount during the "character voice announcement", the light amount of the movable body LEDs 55LL, 55RL that emit light in various subsequent performances is set to return to the second light amount, but when the movable body LEDs 55LL, 55RL emit light in the first light amount, the first light amount may continue thereafter, and when the movable body LEDs 55LL, 55RL emit light in the third light amount, the third light amount may continue thereafter.

[0484] Furthermore, in the third embodiment, even if no weapon image is displayed, in other words, if the normal button 40 is not operated, the voice of the main character is output from the speaker 52 and the movable body LEDs 55LL, 55RL are illuminated; however, if the player does not operate the normal button 40, the voice of the main character may not be output from the speaker 52 and the movable body LEDs 55LL, 55RL may not be illuminated.

[0485] Furthermore, in the third embodiment, the light intensity of the movable body LEDs 55LL, 55RL is selected at the same ratio regardless of whether the main character image G200 with a headband on his head or the main character image G200 without a headband on his head is selected by operating the four-way button 42; however, the light intensity of the movable body LEDs 55LL, 55RL may be selected at different ratios when the main character image G200 with a headband on his head is selected and when the main character image G200 without a headband on his head is selected.

[0486] In the third embodiment, the movable body LEDs 55LL and 55RL do not emit light during the period from when the weapon image is displayed until the voice of the main character is output, but the movable body LEDs 55LL and 55RL may emit light during the period from when the weapon image is displayed until the voice of the main character is output. In this case, the movable body LEDs 55LL and 55RL may emit light with the same light amount as the light amount selected by the gimmick light amount selection table 123a5, or may emit light with a predetermined light amount (for example, the second light amount) regardless of the light amount selected by the gimmick light amount selection table 123a5.

[0487] Next, the "gimmick notice" will be specifically described. The performance control microcomputer 121 can execute the "gimmick notice" in the "SP reach" in the special chart change performance in which the change pattern is "SPSP big win change", "SP big win change", "SPSP miss change", or "SP miss change".

[0488] As shown in Fig. 53, the performance control microcomputer 121 stores a gimmick notice selection table 123a6 in the performance storage unit 121b. The performance control microcomputer 121 can select whether or not to execute a "gimmick notice" using the gimmick notice selection table 123a6, and the type of lighting pattern of the on-board movable body 55k when the "gimmick notice" is executed. There are two types of lighting patterns of the on-board movable body 55k: "blue flashing" and "red flashing".

[0489] 54(C) is a diagram showing the contents of the gimmick advance notice selection table 123a6. The performance control microcomputer 121 refers to the type of the variation pattern and selects whether or not to execute the "gimmick advance notice" and the type of the lighting pattern of the on-board movable body 55k when the "gimmick advance notice" is executed.

[0490] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the "gimmick announcement" with "blue flashing" will be executed 20%, the "gimmick announcement" with "red flashing" will be executed 40%, and the "gimmick announcement" will not be executed 40% of the time.

[0491] In addition, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Gimmick Announcement" will be executed 50% of the time, the "Blue Flashing" "Gimmick Announcement" will be executed 10% of the time, and the "Gimmick Announcement" will not be executed 40% of the time.

[0492] In other words, the "flashing red" "gimmick announcement" is set to be more likely to be selected in a fluctuation pattern in which the result of the jackpot determination corresponds to a "jackpot win" than in a fluctuation pattern in which the result of the jackpot determination corresponds to a "miss," and the "flashing red" "gimmick announcement" functions as a presentation that suggests that there is a high possibility of a jackpot game being played.

[0493] In addition, the execution of the "gimmick announcement" of "flashing red" is set to be selected more in the case of a fluctuation pattern in which the presentation flow includes an "SPSP reach" than in the case of a fluctuation pattern in which the presentation flow does not include an "SPSP reach," and the "gimmick announcement" of "flashing red" functions as a presentation that suggests there is a high possibility of it developing into an "SPSP reach."

[0494] In the third embodiment, the execution of the "gimmick notice" is selected only in the case of a variation pattern in which the performance flow includes an "SP reach", but the execution of the "gimmick notice" may be selected even in the case of a variation pattern in which the performance flow does not include an "SP reach". In this case, it is preferable that the execution of the "gimmick notice" is less likely to be selected in the case of a variation pattern in which the performance flow does not include an "SP reach" than in the case of a variation pattern in which the performance flow includes an "SP reach". The selection ratio indicated by the gimmick notice selection table 123a6 shown in FIG. 54(C) can be changed as appropriate.

[0495] When the performance control microcomputer 121 executes a "gimmick announcement" in a special chart variation performance, the microcomputer 121 executes the "gimmick announcement" with the lighting pattern of the on-board movable body 55k selected by the gimmick announcement selection table 123a6.

[0496] 57(A) to 57(C) are diagrams showing how the "gimmick announcement" is made. When the special chart change performance develops into "SP reach" and the main character tries to attack the enemy character, as shown in FIG. 57(A), the "gimmick announcement" is made.

[0497] In the "gimmick notice", the operation of the normal button 40 becomes valid, and as shown in FIG. 57(B), a normal button image G31 imitating the normal button 40 is displayed at the bottom center of the display unit 50a. Then, when the player operates the normal button 40 while the normal button image G31 is displayed, or when a predetermined operation valid time (for example, 3 seconds) has elapsed without the player operating the normal button 40, the normal button image G31 is erased and the on-board movable body 55k moves onto the display unit 50a as shown in FIG. 57(C). At this time, if "blue flashing" is selected by the gimmick notice selection table 123a6, the movable body LEDs 55LL and 55RL emit blue light intermittently (the on-board movable body 55k flashes blue), and if "red flashing" is selected by the gimmick notice selection table 123a6, the movable body LEDs 55LL and 55RL emit red light intermittently (the on-board movable body 55k flashes red). The movable body LEDs 55LL and 55RL emit light at the second light amount, regardless of whether the player operates the normal button 40 or not.

[0498] Then, after a predetermined time (for example, 2 seconds) has elapsed, the movable body LEDs 55LL and 55RL stop emitting light, the on-board movable body 55k returns to its original position, and the "gimmick announcement" ends.

[0499] In the third embodiment, even if the "character voice announcement" is performed in the "N reach", the movable body LEDs 55LL and 55RL are illuminated with the second light amount regardless of the light amount of the movable body LEDs 55LL and 55RL illuminated in the "character voice announcement". However, if the "character voice announcement" is performed in the "N reach", the movable body LEDs 55LL and 55RL may be illuminated in the "gimmick announcement" with the same light amount as the movable body LEDs 55LL and 55RL illuminated in the "character voice announcement". For example, if the movable body LEDs 55LL and 55RL are illuminated with the first light amount in the "character voice announcement", the movable body LEDs 55LL and 55RL may be illuminated with the first light amount in the "gimmick announcement", and if the movable body LEDs 55LL and 55RL are illuminated with the third light amount in the "character voice announcement", the movable body LEDs 55LL and 55RL may be illuminated with the third light amount in the "gimmick announcement".

[0500] In addition, in the third embodiment, in the "gimmick announcement", the movable body LEDs 55LL, 55RL are illuminated by operating the normal button 40, but the movable body LEDs 55LL, 55RL may also be illuminated by operating the four-way button 42.

[0501] Next, the "roulette notice" will be specifically described. The performance control microcomputer 121 can execute the "roulette notice" in the "SPSP reach" in the special chart change performance in which the change pattern is "SPSP big win change" or "SPSP miss change".

[0502] Figure 58 (A) to Figure 58 (C) are diagrams showing how the "roulette notice" is performed. When the special chart change performance develops into "SPSP reach" and the main character tries to attack a strong enemy character, as shown in Figure 58 (A), the "roulette notice" is performed.

[0503] In the "roulette preview", the operation of the four-way button 42 becomes effective, and as shown in Fig. 58(B), a technique image G600 representing a technique that the main character can use is displayed in the center of the display unit 50a, and a four-way button image G300 simulating the four-way button 42 is displayed below the technique image G600, and only the up button image G300a and the down button image G300b are displayed flashing to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The technique image G600 is composed of a technique image G600a indicating that the technique used by the main character is a "punch", a technique image G600b indicating that the technique used by the main character is a "chop", and a technique image G600c indicating that the technique used by the main character is a "kick", and initially only the technique image G600a is displayed.

[0504] When the four-way button image G300 is displayed, if the player operates the up button 42a or the down button 42b, the image displayed as the technique image G600 will change, and each time the up button 42a or the down button 42b is operated, the displayed image will change in the following order: technique image G600a → technique image G600b → technique image G600c.

[0505] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the technique image G600 displayed at that time is fixed and displayed. At this time, the movable body LEDs 55LL and 55RL emit red light intermittently (the on-board movable body 55k flashes red) to indicate that the technique image G600 is fixedly displayed. The movable body LEDs 55LL and 55RL emit light at the second light intensity, regardless of whether the player has operated the four-way button 42. FIG. 58(C) shows the case where the technique image G600c is fixedly displayed.

[0506] Then, when a predetermined time (for example, one second) has elapsed since the fixed display of the technique image G600, the technique image G600 is erased, and the "roulette notice" ends. After that, in the final stage of the "SPSP reach", a scene in which the main character unleashes a technique corresponding to the fixedly displayed technique image G600 and the main character defeats a strong opponent character, or a scene in which the strong opponent character defeats the main character, is displayed on the display unit 50a.

[0507] In the third embodiment, even if the "character voice announcement" is performed in the "N reach", the movable body LEDs 55LL and 55RL are illuminated with the second light amount regardless of the light amount of the movable body LEDs 55LL and 55RL illuminated in the "character voice announcement". However, if the "character voice announcement" is performed in the "N reach", the movable body LEDs 55LL and 55RL may be illuminated in the "roulette announcement" with the same light amount as the movable body LEDs 55LL and 55RL illuminated in the "character voice announcement". For example, if the movable body LEDs 55LL and 55RL are illuminated with the first light amount in the "character voice announcement", the movable body LEDs 55LL and 55RL may be illuminated with the first light amount in the "roulette announcement", and if the movable body LEDs 55LL and 55RL are illuminated with the third light amount in the "character voice announcement", the movable body LEDs 55LL and 55RL may be illuminated with the third light amount in the "roulette announcement".

[0508] In addition, in the third embodiment, in the "roulette preview", the movable body LEDs 55LL, 55RL are illuminated by operating the four-way button 42, but the movable body LEDs 55LL, 55RL may also be illuminated by operating the normal button 40. 【050...

Claims

1. A gaming machine for playing games using symbols, The game device includes an operation means operable by a player, an audio output means capable of outputting audio, and a display means capable of displaying an image, and a performance execution means for performing a performance using the performance means, The performance execution means includes: When the operation means is operated during variable display of the symbols, a specific image can be displayed on the display means; When the operation means is operated while the specific image is being displayed, a display mode of the specific image can be changed, After the specific image is displayed, a predetermined sound may be output from the sound output means. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The display manner of the specific image includes a special display manner, The performance execution means includes: outputting the same sound as the predetermined sound, whether the predetermined sound is output after the specific image is changed to the special display mode or whether the predetermined sound is output without changing the specific image to the special display mode; A gaming machine characterized by:

3. 3. The gaming machine according to claim 2, The audio output means includes: The predetermined sound is outputted at a first volume and at a second volume different from the first volume. A gaming machine characterized by:

4. 4. The gaming machine according to claim 3, When the specific image is changed to the special display mode and then the specific sound is output, the specific sound is more likely to be output at the second volume than when the specific image is not changed to the special display mode and the specific sound is output. A gaming machine characterized by:

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