Game machine
By integrating identification information changing means, game execution means, and suggestion performance capabilities, the gaming machine addresses the limitations of conventional machines, significantly enhancing gameplay fun and interest.
Patent Information
- Application Number
- JP2023185577
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-30
- Publication Date
- 2025-05-14
AI Technical Summary
Conventional gaming machines lack the ability to significantly enhance the fun and interest of the game, leading to a plateau in player engagement.
The gaming machine incorporates identification information changing means, game execution means, and suggestion performance capabilities, allowing for variable identification information displays, game execution based on hit patterns, and performance suggestions that can be tailored through different mode settings.
This configuration enhances the fun and interest of the game by providing dynamic and engaging gameplay experiences, increasing player interaction and satisfaction.
Smart Images

Figure 2025074628000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine (pachinko machine) in which a game is played by shooting a gaming ball toward a gaming area formed on a gaming board. [Background technology]
[0002] There are known gaming machines in which a game is played by shooting a game ball toward a game area formed on a game board. In such gaming machines, when a predetermined granting condition is met, a bonus is awarded to a player. For example, there are gaming machines that perform a winning game (e.g., a jackpot game) in which, when a game ball enters a starting hole provided in the game area, a distinguishing pattern (e.g., a special pattern) is displayed in a variable manner, and when the distinguishing pattern is displayed as a winning pattern (e.g., a jackpot pattern), a variable ball entrance becomes ready for ball entry.
[0003] In such gaming machines, it is common to perform various effects. For example, in the gaming machine that performs the above-mentioned winning game, during the variable display of the identification symbol, an effect is performed in which a character is displayed to suggest the possibility that the identification symbol will be displayed as a winning symbol (Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2008-178756 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, the above-mentioned conventional techniques are well known to general players, and there is a problem in that they do not sufficiently increase the interest of players in playing games.
[0006] The present invention has been made to solve the above-mentioned problems, and aims to provide a gaming machine in which an electric support state can be set, which can increase interest in the game. [Means for solving the problem]
[0007] In order to solve at least a part of the above-mentioned problems, the gaming machine of the present invention adopts the following configuration. An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with It is possible to execute suggestive effects that suggest content related to the progress of the game. A gaming machine, A predetermined mode can be selected and set from a plurality of modes including at least a first mode and a second mode as a performance mode that specifies the execution mode of the performance; When the first mode is set, a first suggestion effect can be executed as the suggestion effect, In a state where the second mode is set, a second suggestion effect can be executed as the suggestion effect. It is characterized by:
[0008] In addition, the gaming machine of the present invention is The same effect can be executed as the suggestion effect in both the state in which the first mode is set and the state in which the second mode is set, When the same presentation is performed, the content suggested when the first mode is set and the content suggested when the second mode is set are different from each other. This may also be the case.
[0009] In addition, the gaming machine of the present invention is The same effect can be executed as the suggestion effect in both the state in which the first mode is set and the state in which the second mode is set, The execution conditions of the same performance are different between the state in which the first mode is set and the state in which the second mode is set. This may also be the case.
[0010] In addition, the gaming machine of the present invention is The same effect can be executed as the suggestion effect in both the state in which the first mode is set and the state in which the second mode is set, In a state in which the first mode is set, the same effect can be executed based on a player operation, In the state where the second mode is set, the same effect can be executed regardless of whether or not the player performs an operation. This may also be the case.
[0011] In addition, the gaming machine of the present invention is A special effect can be executed as the suggestion effect, When the first mode is set, the special effect can be executed based on a player's operation, When the second mode is set, the special effects cannot be executed regardless of whether the player performs an operation. This may also be the case.
[0012] In addition, the gaming machine of the present invention is The same effect can be executed as the suggestion effect in both the state in which the first mode is set and the state in which the second mode is set, The execution frequency of the same effect when the first mode is set may be changed based on a player operation, The execution frequency of the same effect when the second mode is set is not changed based on the player's operation. This may also be the case. Effect of the Invention
[0013] According to the present invention, a gaming machine capable of implementing effects that further increase interest in gaming can be provided. [Brief description of the drawings]
[0014] [Figure 1]FIG. 1 is a front view of a pachinko machine 1 according to the present embodiment. [Diagram 2] 2 is an explanatory diagram showing the surface configuration of the game board 20 of this embodiment. FIG. [Diagram 3] 2 is a block diagram showing the configuration of a control circuit in the pachinko machine 1 of the present embodiment. [Figure 4] 2 is an explanatory diagram showing the configuration of a segment display unit 50 of the present embodiment. FIG. [Diagram 5] FIG. 2 is an explanatory diagram showing the types per type 1 and types per type 2 of this embodiment. [Figure 6] 1 is an explanatory diagram illustrating the display contents of the performance display device 41 of this embodiment. FIG. [Figure 7] An explanatory diagram showing the progress of the game when the first special chart is displayed in a variable manner in the non-electric support state in this embodiment. [Figure 8] An explanatory diagram showing the progression mode when the second special chart is displayed in a variable manner in the electric support state in this embodiment. [Figure 9] 4 is a flowchart showing a game control process executed by a CPU 201 of a main control board 200 in this embodiment. [Figure 10] An explanatory diagram conceptually showing the variation pattern selection table of this embodiment. [Figure 11] An explanatory diagram showing the types of variation pattern selection tables in this embodiment. [Figure 12] 13 is a flowchart showing the performance control process executed by the CPU 221 of the sub-control board 220 in this embodiment. [Figure 13] 10 is an explanatory diagram showing processing corresponding to a received command by a CPU 221 of a sub-control board 220 of this embodiment. FIG. [Figure 14] An explanatory diagram showing the "expected probability of a jackpot" suggested by the SP reach performance of this embodiment. [Figure 15] An explanatory diagram showing how the "confirmation performance" of this embodiment is performed. [Figure 16] An explanatory diagram showing the timing that can be set as the execution timing of the "confirmation effect" in this embodiment. [Figure 17]FIG. 13 is an explanatory diagram showing an “execution timing setting screen” of the present embodiment. [Figure 18] 13 is a flowchart showing an "execution timing setting process" executed by a CPU 221 of a sub-control board 220 of the present embodiment. [Figure 19] 13 is a flowchart showing the "confirmation performance execution process" executed by the CPU 221 of the sub-control board 220 in this embodiment. [Figure 20] FIG. 13 is an explanatory diagram showing the “confirmed performance selection screen” of this embodiment. [Figure 21] FIG. 11 is an explanatory diagram showing a first modified example. [Figure 22] FIG. 13 is an explanatory diagram showing a third modified example. [Diagram 23] 1 is an explanatory diagram showing how the "face effect" of pachinko machine 1A is performed. [Figure 24] 1 is an explanatory diagram showing the "presentation mode" of pachinko machine 1A. [Diagram 25] 1 is an explanatory diagram showing the “presentation mode selection screen” of pachinko machine 1A. [Figure 26] FIG. 2 is an explanatory diagram showing a first modified example of the pachinko machine 1A. [Figure 27] FIG. 13 is an explanatory diagram showing a second modified example of the pachinko machine 1A. [Figure 28] 1 is an explanatory diagram showing the "presentation mode" of pachinko machine 1B. [Figure 29] 1 is an explanatory diagram showing the "presentation mode selection screen" of pachinko machine 1B. [Diagram 30] 1 is an explanatory diagram showing the content suggested by the SP reach performance D of the pachinko machine 1B. FIG. [Diagram 31] FIG. 13 is an explanatory diagram showing the content suggested by the "character gathering effect" of pachinko machine 1B. [Diagram 32] 1 is an explanatory diagram showing the timing of the "post-jackpot state suggestion effect" of pachinko machine 1B. FIG. [Diagram 33] FIG. 1 is an explanatory diagram showing a first modified example of a pachinko machine 1B. [Diagram 34] FIG. 13 is an explanatory diagram showing a second modified example of the pachinko machine 1B. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] In order to clarify the above-mentioned contents of the present invention, an embodiment of the present invention will be described. In the embodiment, unless otherwise specified, the right side as viewed from the front of the pachinko machine will be referred to as "right" and the left side as "left."
[0016] The following examples will be described in the following order. A. Pachinko machine configuration: A-1. Front side configuration: A-2. Game board configuration: A-3.Control circuit configuration: B. Game Contents: C. Game Control Processing: D. Production control processing: E.SP Reach Performance: F. Confirmed production: F-1. Summary of confirmed effects: F-2. Timing of execution of final performance: F-3. Setting the timing of the final performance: F-4. Confirmation performance execution process: F-5. Select the content of the final performance: G. Variations: G-1. Variation 1: G-2. Variation 2: G-3. Variation 3: G-4. Variation 4: H. Pachinko Machine 1A: H-1. Face production: H-2. Presentation mode: H-3. Setting the performance mode: H-4. Variation 1 of Pachinko Machine 1A: H-5. Variation 2 of Pachinko Machine 1A: I. Pachinko Machine 1B: I-1. Presentation mode: I-2. Setting the performance mode: I-3.SP Reach Production: I-4. Character gathering performance: I-5. After-win status indication: I-6. Variation 1 of Pachinko Machine 1B: I-7. Variation 2 of Pachinko Machine 1B:
[0017] A. Pachinko machine configuration: A-1. Front side configuration: FIG. 1 is a front view of a pachinko machine 1 of this embodiment. As shown in FIG. 1, a front frame 4 is provided on the front part of the pachinko machine 1. A window 4a is formed in the approximate center of the front frame 4, and a transparent plate 4b made of synthetic resin is fitted into this window 4a. A player can view the game area of a game board 20 (see FIG. 2) arranged on the back side through the window 4a (transparent plate 4b). In addition, a small window 4c is formed on the lower right of the window 4a in the front frame 4, and a transparent plate 4d made of a synthetic resin or the like is fitted into this small window 4c. A player can view a segment display section 50 (see FIG. 2) of the game board 20 arranged on the back side through the small window 4c (transparent plate 4d). As will be described in detail later, the segment display section 50 is a display section that displays information related to a game by a combination of multiple LEDs.
[0018] An upper lamp 5a is provided above the window 4a in the front frame 4, a right side lamp 5b is provided on the right side of the periphery of the window 4a, and a left side lamp 5c is provided on the left side of the periphery of the window 4a. Upper speakers 6a are provided on the left and right upper sides of the window 4a, and a lower speaker 6b is provided below the front frame 4 (the front panel of the main frame, which will be described later). The upper lamp 5a, right side lamp 5b, left side lamp 5c, upper speaker 6a, and lower speaker 6b are driven to enhance the presentation effects in the game.
[0019] An upper tray section 7 is provided below the window section 4a in the front frame 4. The upper tray section 7 stores game balls that are loaned out via a card unit 60 provided corresponding to the pachinko machine 1 and game balls that are paid out from the pachinko machine 1. A lower tray section 8 is provided below the upper tray section 7, and stores game balls that are loaned out in excess of the capacity of the upper tray section 7 and game balls that are paid out in excess of the capacity of the upper tray section 7.
[0020] A launch handle 9 is provided to the right of the lower tray 8 on the front frame 4. The rotation axis of the launch handle 9 is connected to a launch unit mounted on the rear side of the launch handle 9, and game balls stored in the upper tray 7 are supplied to this launch unit. When a player rotates the launch handle 9, the rotation is transmitted to the launch unit, which rotates a launch motor built into the launch unit, and the game balls are launched with strength according to the angle of rotation.
[0021] Additionally, an effect button 10a that can be pressed by the player is provided on the edge of the upper tray 7, and a jog shuttle 10b that can be pushed or rotated by the player is provided to the left of the lower tray 8. Although not shown, a direction button 10c is provided on the edge of the upper tray 7 to the left of the effect button 10a. The direction button 10c is made up of four buttons (up button, down button, left button, right button) corresponding to the up, down, left and right directions. These effect button 10a, jog shuttle 10b, and direction button 10c are all effect operation units operated by the player, and when operated by the player when a predetermined condition is met, a predetermined game effect is performed.
[0022] Although not shown, a middle frame and a main frame are provided on the rear side of the front frame 4, and one end (the left side in FIG. 1) of the front frame 4 is pivotally supported relative to the middle frame, and one end (the left side in FIG. 1) of the middle frame is pivotally supported relative to the main frame. The main frame is a roughly rectangular frame assembled from wooden plate-like members, and the pachinko machine 1 is installed in the game hall by attaching this main frame to the island equipment. A game board 20 is detachably attached to the front side of the middle frame, and when the front frame 4 is pivoted (opened) toward the front of the pachinko machine 1 relative to the middle frame, the game board 20 is exposed.
[0023] A-2. Game board configuration: FIG. 2 is an explanatory diagram showing the surface configuration of the game board 20. As described above, the game board 20 is detachably attached to the front side of the middle frame. As shown in FIG. 2, a substantially circular game area 21 is formed in the center of the game board 20. Game balls launched from the launcher unit 261 (see FIG. 3) are released into the game area 21 through between the outer rail 22 and the inner rail 23, and flow down from the top to the bottom of the game area 21. The game area 21 is visible to the player through the window 4a of the front frame 4, so naturally, the game balls flowing down the game area 21 are also visible to the player through the window 4a.
[0024] A central device 40 is provided in the approximate center of the play area 21, and a performance display device 41 is provided in the approximate center of the central device 40. The performance display device 41 is composed of a liquid crystal display, and various images for performances can be displayed on the display screen. The display contents of the performance display device 41 will be described in detail later.
[0025] Below the central device 40 (performance display device 41) in the game area 21, there is provided a first starting hole 24, which is a starting hole whose opening size is invariable (constant) and into which game balls can always enter. Game balls that enter the first starting hole 24 are guided to the back side of the game board 20 through a passage provided inside. A first starting hole sensor 24s (see FIG. 3) is provided in the internal passage of the first starting hole 24, and it is possible to detect game balls that enter the first starting hole 24.
[0026] In addition, a left normal symbol operation gate 71 through which the game ball can pass is provided at the lower left of the central device 40 (performance display device 41) in the game area 21, and a left gate sensor 71s (see FIG. 3) that detects the passage of the game ball is provided inside the left normal symbol operation gate 71. In addition, a right normal symbol operation gate 72 through which the game ball can pass is provided at the lower right of the central device 40 (performance display device 41) in the game area 21, and a right gate sensor 72s (see FIG. 3) that detects the passage of the game ball is provided inside the right normal symbol operation gate 72. Since the left normal symbol operation gate 71 and the right normal symbol operation gate 72 have the same function, in this specification, when there is no particular need to distinguish between them, they are also collectively referred to as "normal symbol operation gates 71, 72". In addition, since the left gate sensor 71s and the right gate sensor 72s have a common function, in this specification, they are collectively referred to as "gate sensors 71s, 72s" unless a distinction is made between them.
[0027] In addition, below the right normal pattern operation gate 72, a second start port 25 is provided as a ball entry port (start port) in which the possibility of game balls entering the port changes. That is, the second start port 25 has an opening and closing door 26 (hatched part in the figure) that can be rotated in the front and rear directions of the pachinko machine 1, and can be changed between a closed state (ball entry disabled state) in which the opening and closing door 26 is substantially upright and game balls cannot enter the port, and an open state (ball entry enabled state) in which the opening and closing door 26 is rotated to the front side of the pachinko machine 1 and game balls can enter the port. In FIG. 2, the second start port 25 is shown in an open state. The game ball that enters the second start port 25 is guided to the back side of the game board 20 through a passage provided inside. A second start port sensor 25s (see FIG. 3) is provided in the passage inside the second start port 25, and can detect the game ball that enters the second start port 25.
[0028] In addition, below the first starting hole 24 in the game area 21, a large, substantially rectangular-shaped large prize winning hole 28 (variable ball winning hole) is provided. The large prize winning hole 28 has an opening / closing door 29 (hatched portion in the figure) that can be rotated in the front-rear direction of the pachinko machine 1, and can be changed between a closed state (ball winning state) in which the opening / closing door 29 is substantially upright and game balls cannot be entered, and an open state (ball winning state) in which the opening / closing door 29 is rotated to the front side of the pachinko machine 1 and game balls can be entered. FIG. 2 shows the large prize winning hole 28 in an open state. The game ball that has entered the large prize winning hole 28 is guided to the back side of the game board 20 through a passage provided inside. A large prize winning hole sensor 28s (see FIG. 3) is provided in the passage inside the large prize winning hole 28, and can detect the game ball that has entered the large prize winning hole 28.
[0029] In addition, below the second starting hole 25 in the game area 21 (the lower right corner of the game area 21), a protruding body 33 is provided that protrudes forward (toward the player) from the surface of the game board 20. The upper surface of the protruding body 33 is inclined downward from the right side to the left side, forming a rolling surface 34 on which the game ball can roll from the right side to the left side (toward the center of the pachinko machine 1). A small winning hole 35 (variable ball entry hole) is provided in the middle of this rolling surface 34 (the middle part of the rolling direction of the game ball). This small winning hole 35 has an opening and closing door 36 (hatched part in the figure) that can slide (move) in the front and rear directions of the pachinko machine 1, and can be changed between a closed state in which the opening and closing door 36 slides (moves) forward to prevent the game ball from entering, and an open state in which the opening and closing door 36 slides (moves) backward to allow the game ball to enter. Naturally, the game ball rolling on the rolling surface 34 will enter the small prize opening 35 when the small prize opening 35 is in an open state, and will pass above the small prize opening 35 (opening and closing door 36) without entering the small prize opening 35 when the small prize opening 35 is in a closed state.
[0030] The game ball that has entered the small winning opening 35 is guided to a specific opening 38 (so-called "V", the dashed line part in the figure) through a passage 37 (the dashed line part in the figure) provided inside the protruding body 33. At least a part of the front wall of the protruding body 33 is formed of a transparent plate (has light transmittance), and the player can see through the front wall of the protruding body 33 how the game ball that has entered the small winning opening 35 is guided to the specific opening 38. A small winning opening sensor 35s (see FIG. 3) is provided inside the small winning opening 35, and can detect the game ball that has entered the small winning opening 35. In addition, a specific opening sensor 38s (see FIG. 3) is provided inside the specific opening 38, and can detect the game ball that has entered the specific opening 38.
[0031] In addition, around each of the above-mentioned game devices, there are provided other ball entry ports 30 through which game balls can enter, as well as a windmill-shaped wheel 31 and numerous obstacle nails (not shown) that affect the flow path of the game balls. In addition, an outlet port 32 is provided at the bottom of the game area 21, and game balls that do not enter any of the above-mentioned first start port 24, second start port 25, big prize port 28, small prize port 35, or other ball entry ports 30 are discharged from the outlet port 32 to the back side of the game board 20.
[0032] The above-mentioned left normal symbol activation gate 71 and first start port 24 can be entered by game balls flowing down the area to the left of the central device 40 (performance display device 41). In contrast, the right normal symbol activation gate 72, second start port 25, large prize entry port 28, and small prize entry port 35 can be entered by game balls flowing down the area to the right of the central device 40 (performance display device 41) (or can pass through them). Hereinafter, launching a game ball so that it flows down the area to the left of the central device 40 (performance display device 41) is also referred to as "left hit," and launching a game ball so that it flows down the area to the right of the central device 40 (performance display device 41) is also referred to as "right hit." In the pachinko machine 1 of this embodiment, when a game ball enters the first start hole 24, three game balls are paid out to the player, when a game ball enters the second start hole 25, four game balls are paid out to the player, and when a game ball enters the other ball entry hole 30, five game balls are paid out to the player. Also, when a game ball enters the big prize hole 28, ten game balls are paid out to the player, and when a game ball enters the small prize hole 35, three game balls are paid out.
[0033] A segment display unit 50 that displays information related to the game using a combination of LEDs is provided at the lower right of the game area 21 on the game board 20. The segment display unit 50 is visible to the player through a small window 4c (see FIG. 1) provided in the front frame 4. The display content of the segment display unit 50 will be described in detail later.
[0034] A-3. Control circuit configuration: Next, the configuration of the control circuit in the pachinko machine 1 of this embodiment will be described. Figure 3 is a block diagram showing the configuration of the control circuit in the pachinko machine 1 of this embodiment. As shown in the figure, the control circuit of the pachinko machine 1 is composed of many control boards, various boards, relay terminal boards, etc. In detail, it is composed of a main control board 200 that controls the basic progress of the game, a sub-control board 220 that controls the performance of the game, an image sound control board 230 that controls the display of images and the output of sounds under the control of the sub-control board 220, a lamp control board 226 that controls the light emission of lamps under the control of the sub-control board 220, a payout control board 240 that controls the lending and payout of game balls, and a launch control board 260 that controls the launch of game balls. These control boards are configured with various peripheral LSIs interconnected by buses, such as CPUs (CPUs 201, 221, 231, etc. in FIG. 3) that perform various logical operations and calculation operations, ROMs (ROMs 202, 222, 232, etc. in FIG. 3) that store various programs and data to be executed by the CPU, RAMs (203, 223, 233, etc. in FIG. 3) that store temporary data by the CPU when executing a program, and input / output circuits.
[0035] The main control board 200 is connected to a first start port sensor 24s for detecting a game ball that has entered the first start port 24, a second start port sensor 25s for detecting a game ball that has entered the second start port 25, a large prize port sensor 28s for detecting a game ball that has entered the large prize port 28, a left gate sensor 71s for detecting a game ball that has passed through the left normal pattern operation gate 71, a right gate sensor 72s for detecting a game ball that has passed through the right normal pattern operation gate 72, a small prize port sensor 35s for detecting a game ball that has entered the small prize port 35, and a specific port sensor 38s for detecting a game ball that has entered the specific port 38. When a detection signal of a game ball is input from these sensors, the CPU 201 of the main control board 200 transmits a command corresponding to the sensor that has received the detection signal to the sub-control board 220, the payout control board 240, the launch control board 260, etc.
[0036] Also connected to the main control board 200 are a second start port solenoid 26m for opening and closing the opening door 26 provided in the second start port 25 (for opening and closing the second start port 25), a large prize port solenoid 29m for opening and closing the opening door 29 provided in the large prize port 28 (for opening and closing the large prize port 28), a small prize port solenoid 35m for opening and closing the opening door 36 provided in the small prize port 35 (for opening and closing the small prize port 35), a segment display unit 50, and the like. The CPU 201 of the main control board 200 controls these operations by transmitting drive signals to the second start port solenoid 26m, the large prize port solenoid 29m, the small prize port solenoid 35m, and the segment display unit 50.
[0037] The sub-control board 220 is connected to an image / sound control board 230, a lamp control board 226, and a performance operation board 228. When the CPU 221 of the sub-control board 220 receives various commands from the main control board 200, it analyzes the contents of the commands and performs a performance according to the contents. That is, it performs a performance by transmitting a command specifying an output image and an output sound to the image / sound control board 230 and transmitting a command specifying an emission pattern of the upper lamp 5a, the right side lamp 5b, and the left side lamp 5c (hereinafter also referred to as "various lamps 5a to 5c") to the lamp control board 226. Also, when the CPU 221 of the sub-control board 220 detects a player's operation of the performance button 10a, the jog shuttle 10b, or the direction button 10c via the performance operation board 228, it performs a performance corresponding to the operation.
[0038] The image and sound control board 230 includes a VDP 234, an image ROM 235, and an audio ROM 236 in addition to a CPU 231, a ROM 232, and a RAM 233. When the CPU 231 of the image and sound control board 230 receives a command from the sub-control board 220, it instructs the VDP 234 to display an image corresponding to the command. The VDP 234 reads image data (e.g., sprite data or video data) used to display the instructed image from the image ROM 235, generates an image, and outputs it to the display screen of the performance display device 41. When the CPU 231 of the image and sound control board 230 receives a command from the sub-control board 220, it reads audio data corresponding to the command from the audio ROM 236. Then, audio based on the audio data is output from the upper speaker 6a and the lower speaker 6b (hereinafter also referred to as "various speakers 6a, 6b") via the amplifier board 224.
[0039] The payout control board 240 is connected to a ball lending button 241 (not shown in FIG. 1) provided on the upper tray 7, a card unit 242 arranged in parallel with the pachinko machine 1, a payout motor 243, and the like. When the ball lending button 241 is operated, this signal is transmitted to the card unit 242 via the payout control board 240. The card unit 242 drives the payout motor 243 to lend game balls while communicating data with the payout control board 240. Also, when a payout command instructing the payout of game balls is received from the main control board 200, the payout motor 243 is driven to pay out the game balls.
[0040] In addition, a launch control board 260 is connected to the payout control board 240, and a launch device unit 261 having a launch motor 262 for launching game balls and a touch switch 263 for detecting that a player is touching the launch handle 9 is connected to the launch control board 260. When the launch control board 260 detects that a player is touching the launch handle 9 via the touch switch 263, it drives the launch motor 262 to launch game balls with a strength according to the rotation angle of the launch handle 9.
[0041] B. Game Contents: In the pachinko machine 1 of this embodiment, the game proceeds as follows. When the launch handle 9 is rotated with game balls stored in the upper tray 7, the stored game balls are supplied one by one to the launch unit 261 and launched into the game area 21 described above with reference to FIG. 2. The strength with which the game balls are launched corresponds to the rotation angle of the launch handle 9, so the player can make the game balls flow down to the desired area by changing the rotation angle of the launch handle 9. For example, the game balls can be launched so that they flow down the area to the left of the central device 40 (performance display device 41) (by hitting left), or the game balls can be launched so that they flow down the area to the right of the central device 40 (performance display device 41) (by hitting right).
[0042] In the pachinko machine 1 of this embodiment, the game state related to the frequency of game balls entering the second starting hole 25 is appropriately set. In detail, the game state related to the frequency of game balls entering the second starting hole 25 is set to a "non-electric support state in which the frequency of game balls entering the second starting hole 25 is low (the frequency of the second starting hole 25 being in an open state is low)" or an "electric support state in which the frequency of game balls entering the second starting hole 25 is high (the frequency of the second starting hole 25 being in an open state is high)". In the non-electric support state, game balls are more likely to enter the first starting hole 24 than the second starting hole 25, and in the electric support state, game balls are more likely to enter the second starting hole 25 than the first starting hole 24. For this reason, in the non-electric support state, the player can be made to hit the ball to the left (aiming to land the ball in the first starting hole 24), and in the electric support state, the player can be made to hit the ball to the right (aiming to land the ball in the second starting hole 25).
[0043] The segment display unit 50 is provided with an electric support display unit 58 that indicates that the electric support state is in the above-mentioned electric support state. That is, as shown in FIG. 4, the electric support display unit 58 has three LEDs arranged therein, and during the electric support state, the electric support state is indicated by turning on these three LEDs. Also, as shown in FIG. 4, the segment display unit 50 is provided with a right-hit display unit 59 that indicates that a right hit is to be performed. During the electric support state, the frequency of game balls entering the second starting hole 25 is high, and the second starting hole 25 can receive game balls hit from the right, so that it is beneficial for the player to perform a right hit during the electric support state. Therefore, during the electric support state, the player is prompted to perform a right hit by turning on two LEDs arranged in the right hit display unit 59.
[0044] <Special pattern change display> As described above with reference to FIG. 2, a game ball hit from the left (mainly during a non-electric support state) can enter the first start hole 24. When a game ball hit from the left enters the first start hole 24 and is detected by the first start hole sensor 24s, a predetermined judgment random number (such as a jackpot judgment random number described later) is obtained, and a jackpot judgment is made to determine whether the jackpot is a "jackpot" or a "miss" based on the judgment random number. After making such a jackpot judgment, the first special symbol is displayed in a variable manner and then stopped based on the result of the jackpot judgment.
[0045] As described above with reference to FIG. 2, a game ball hit from the right can enter the second starting hole 25. When a game ball hit from the right enters the second starting hole 25 and the entered game ball is detected by the second starting hole sensor 25s, a predetermined judgment random number (such as a jackpot judgment random number described later) is obtained, and a jackpot judgment is made based on the judgment random number to determine whether the game ball is a "jackpot", a "small jackpot", or a "miss". After making such a jackpot judgment, the second special pattern is displayed in a variable manner and then stopped based on the result of the jackpot judgment. In other words, in the jackpot judgment based on the game ball entering the second starting hole 25, it is also determined whether the game ball is a "small jackpot".
[0046] In this specification, the "first special design" is also referred to as the "first special design", and the "second special design" is also referred to as the "second special design". In addition, when there is no particular distinction between the "first special design" and the "second special design", they are collectively referred to as the "special design".
[0047] Here, the first special chart and the second special chart will be explained. FIG. 4 is an explanatory diagram showing an enlarged view of the segment display section 50. As described above, the segment display section 50 is provided at the lower right of the play area 21 on the game board 20 (see FIG. 2), and the player can view the segment display section 50 through the small window section 4c (see FIG. 1) of the front frame 4. As shown in FIG. 4, the segment display section 50 is provided with a first special chart display section 51 for displaying the first special chart and a second special chart display section 52 for displaying the second special chart, and nine LEDs are arranged in each of these display sections. The first special chart and the second special chart are displayed variably by switching the LEDs that are turned on among the nine LEDs in each display section, and are displayed stationary by turning on a predetermined LED among the nine LEDs.
[0048] In the pachinko machine 1 of this embodiment, 200 types of "big win symbols (big win symbols 101-300)" and one type of "miss symbol (miss symbol 401)" can be stopped and displayed as the first special symbols. Also, 200 types of "big win symbols (big win symbols 501-700)", 100 types of "small win symbols (small win symbols 701-800)", and one type of "miss symbol (miss symbol 801)" can be stopped and displayed as the second special symbols. These types of symbols can be identified by the difference in the combination of lit LEDs.
[0049] If the result of the jackpot determination based on the game ball entering the first starting hole 24 (also referred to as "jackpot determination for the first special chart" in this specification) is "jackpot", the first special chart is displayed as one of "jackpot patterns 101-300", and if it is "miss", the first special chart is displayed as "miss pattern 401". In the "jackpot determination for the first special chart", the probability of "jackpot" is about 1 in 300.
[0050] In addition, if the result of the jackpot determination based on the game ball entering the second starting hole 25 (also referred to as "jackpot determination for the second special chart" in this specification) is "jackpot", the second special chart is displayed as one of "jackpot patterns 501-700", if it is "small jackpot", the second special chart is displayed as one of "small jackpot patterns 701-800", and if it is "miss", the second special chart is displayed as "miss pattern 801". In addition, in the "jackpot determination for the second special chart", the probability of a "jackpot" is about 1 in 300, and the probability of a "small jackpot" is about 1 in 6.
[0051] When the special symbol (first or second special symbol) is displayed as either a big win symbol, a small win symbol, or a miss symbol, the symbol is displayed in a stationary state until a predetermined time has elapsed in order to confirm the symbol (hereinafter also referred to as "confirmed display"). In the following, the game from when the special symbol starts to change and is displayed until it is confirmed, that is, the game until the result of one change is obtained, is also referred to as "symbol change game".
[0052] <Jackpot Game> In the pachinko machine 1 of this embodiment, a jackpot game can be executed in which the jackpot opening 28 is opened and multiple rounds of play are played. When a game ball enters the jackpot opening 28, many game balls are paid out (10 game balls are paid out each time one game ball enters), so the jackpot game is advantageous to the player. As described above with reference to FIG. 2, a game ball hit from the right can enter the jackpot opening 28, so naturally, it is beneficial for the player to hit from the right during the jackpot game. Therefore, during the jackpot game, as in the electric support state, the player is encouraged to hit from the right by turning on two LEDs arranged in the right hit display section 59 of the segment display section 50. In this embodiment, as such a jackpot game, a "one-type hit" and a "two-type hit" can be executed, which have different start triggers.
[0053] <Per type> A type 1 hit is started when the first or second special chart is stopped and displayed with any of the jackpot patterns (when the result of the jackpot judgment for the first or second special chart is "jackpot"). This type 1 hit can be performed in multiple types with different "number of rounds" and "game state after jackpot play" depending on the "type of jackpot pattern stopped and displayed".
[0054] That is, as shown in FIG. 5(a), when the first special chart is stopped and displayed with "jackpot pattern 101-200" (50% probability when the first special chart is stopped and displayed with the jackpot pattern), "six rounds of play are performed, and the game state after the jackpot game ends is in the electric support state (also referred to as "6R electric support one type per" in this specification)" is performed. Also, when the first special chart is stopped and displayed with "jackpot pattern 201-300" (50% probability when the first special chart is stopped and displayed with the jackpot pattern), "six rounds of play are performed, and the game state after the jackpot game ends is in the non-electric support state (also referred to as "6R non-electric support one type per" in this specification)" is performed.
[0055] In addition, when "6R electric support one type" is performed, the electric support state is set with the end of the "6R electric support one type", and this electric support state is set continuously until six pattern change games (first special chart and second special chart change display) are performed unless a new jackpot game is performed. Then, when the six pattern change games are performed, a non-electric support state is set in place of the electric support state. In other words, when the electric support state is set with the end of "6R electric support one type", the number of pattern change games that can be performed in the electric support state (also referred to as "electric support number of times" in this specification) is set to six times (an electric support state with six electric support times is set).
[0056] In contrast, when the second special chart is stopped and displayed with a jackpot pattern, there is a 100% probability that "10 rounds of play are played, and the game state after the jackpot game ends is the electric support state (also referred to as "10R electric support per type" in this specification)". However, in this case, the number of electric support times set with the end of "10R electric support per type" is set according to the "type of jackpot pattern stopped and displayed".
[0057] In detail, as shown in FIG. 5(b), when the second special chart stops and displays "jackpot pattern 501-560" and "10R electric support type hit" is performed (when the second special chart stops and displays with a jackpot pattern, there is a 30% probability), the electric support count is set to 3 (an electric support state with 3 electric support counts is set). Also, when the second special chart stops and displays "jackpot pattern 561-640" and "10R electric support type hit" is performed (when the second special chart stops and displays with a jackpot pattern, there is a 40% probability), the electric support count is set to 6 (an electric support state with 6 electric support counts is set). In addition, if the second special chart stops and displays the "jackpot pattern 641~700" and a "10R electric support type hit" occurs (there is a 30% probability when the second special chart stops and displays the jackpot pattern), the number of electric support times is set to 10 (an electric support state of 10 times is set).
[0058] As described above, in the pachinko machine 1 of this embodiment, a type 1 hit with a larger number of rounds is performed when the second special symbol is stopped and displayed as a jackpot symbol than when the first special symbol is stopped and displayed as a jackpot symbol. Also, when the second special symbol is stopped and displayed as a jackpot symbol, the electric support state is set with a higher probability after the end of a type 1 hit than when the first special symbol is stopped and displayed as a jackpot symbol. Therefore, it can be said that it is more advantageous for the player to perform the variable display of the second special symbol (jackpot judgment for the second special symbol) than when the variable display of the first special symbol (jackpot judgment for the first special symbol) is performed.
[0059] <2 types per item> The above has been described regarding the one-type win. In contrast, the two-type win is started when the game ball enters the specific port 38 (see FIG. 2). In detail, in the pachinko machine 1 of this embodiment, when the second special chart is stopped and displayed with any small win pattern (when the result of the big win judgment for the second special chart is "small win"), a small win game is played in which the small winning port 35 (see FIG. 2) is in an open state. Then, when the game ball enters the small winning port 35 during this small win game and the game ball enters the specific port 38, the two-type win is started. In the pachinko machine 1 of this embodiment, when the small win game is played, if the right hit is performed, the game ball enters the small winning port 35 with almost 100% probability. Therefore, when the small win game is played, the two-type win is played with almost 100% probability.
[0060] In this type of two-type win, "10 rounds of play are played, and the game state after the big win game ends is the electric support state (also referred to as "10R electric support two-type win" in this specification). However, in this case, the number of electric support times set with the end of "10R electric support two-type win" is set according to "the type of small win pattern stopped and displayed".
[0061] In detail, as shown in FIG. 5(c), when the second special chart is stopped and displayed with "small win pattern 701-730" and "10R electric support 2 types hit" is performed (when the second special chart is stopped and displayed with a small win pattern and 2 types hit is started, there is a 30% probability), the electric support count is set to 3 times (an electric support state with 3 electric support counts is set). Also, when the second special chart is stopped and displayed with "big win pattern 731-770" and "10R electric support 2 types hit" is performed (when the second special chart is stopped and displayed with a small win pattern and 2 types hit is started, there is a 40% probability), the electric support count is set to 6 times (an electric support state with 6 electric support counts is set). In addition, if the second special chart stops and displays the "big win pattern 771~800" and a "10R electric support 2-type hit" occurs (if the second special chart stops and displays the small win pattern and a 2-type hit begins, there is a 30% probability), the number of electric support times is set to 10 (an electric support state of 10 electric support times is set).
[0062] As described above, in the pachinko machine 1 of this embodiment, when the variable display of the second special symbol is performed, a double win may be performed. From this, it can be said that the case where the variable display of the second special symbol (the jackpot judgment for the second special symbol) is performed is more advantageous for the player than the case where the variable display of the first special symbol (the jackpot judgment for the first special symbol) is performed.
[0063] In the pachinko machine 1 of this embodiment, one round of play ends when 10 game balls enter the ball (10 counts) or 30 seconds have passed, so in most cases, 100 game balls (10 counts x 10 payouts) are paid out in one round of play. Naturally, therefore, more game balls will be paid out to the player in a jackpot game with a larger number of rounds than in a jackpot game with a smaller number of rounds. This allows the player to look forward to a jackpot game with a larger number of rounds.
[0064] During the execution of the jackpot game described above, the number of rounds of the jackpot game being executed is displayed on the round display section 55 of the segment display section 50. That is, as shown in Fig. 4, three LEDs are arranged on the round display section 55, and among the three LEDs, the left and center LEDs of this round display section 55 are lit to indicate that a jackpot game with the number of rounds being executed is six, and the right and center LEDs are lit to indicate that a jackpot game with the number of rounds being executed is ten.
[0065] <Special design reserved> When the game ball enters the first starting hole 24, as described above, the "jackpot determination for the first special chart" and the change display of the first special chart are performed, but these jackpot determinations and change displays are not performed immediately after the game ball enters the first starting hole 24, but the acquired judgment random number is temporarily stored as the first special chart reservation. Then, when a predetermined condition is met, the jackpot determination and the change display of the first special chart are performed based on the stored first special chart reservation. Such first special chart reservations are stored with an upper limit of four. The number of stored first special chart reservations (number of first special chart reservations) is displayed on the first special chart reservation display section 53 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are arranged in the first special chart reserved display unit 53, and in this first special chart reserved display unit 53, turning off both of the two LEDs indicates that the number of first special charts reserved is 0, turning on one LED indicates that the number of first special charts reserved is 1, turning on two LEDs indicates that the number of first special charts reserved is 2, flashing one LED indicates that the number of first special charts reserved is 3, and flashing two LEDs indicates that the number of first special charts reserved is 4.
[0066] Also, when the game ball enters the second starting hole 25, as described above, the "jackpot determination for the second special chart" and the change display of the second special chart are performed, but these jackpot determinations and change displays are not performed immediately after the game ball enters the second starting hole 25, but the acquired judgment random number is temporarily stored as the second special chart reservation. Then, when a predetermined condition is met, the jackpot determination and the change display of the second special chart are performed based on the stored second special chart reservation. Such second special chart reservations are also stored with an upper limit of four. The number of stored second special chart reservations (number of second special chart reservations) is displayed on the second special chart reservation display section 54 of the segment display section 50. That is, as shown in FIG. 4, two LEDs are arranged in the second special chart reserved display unit 54, and in this second special chart reserved display unit 54, turning off both of the two LEDs indicates that the number of second special charts reserved is 0, turning on one LED indicates that the number of second special charts reserved is 1, turning on two LEDs indicates that the number of second special charts reserved is 2, flashing one LED indicates that the number of second special charts reserved is 3, and flashing two LEDs indicates that the number of second special charts reserved is 4.
[0067] In the pachinko machine 1 of this embodiment, even if the first special symbol reservation or the second special symbol reservation is stored during the variable display of any special symbol, during the fixed display of any special symbol, during the big win game, or during the small win game, the big win judgment and the variable display for these reservations are not performed. Also, when only the first special symbol reservation is stored among the first special symbol reservation and the second special symbol reservation, the big win judgment and the variable display for the first special symbol are performed for the first special symbol reservation stored first, but when the second special symbol reservation is stored, the big win judgment and the variable display for the second special symbol are performed regardless of whether the first special symbol reservation is stored or not. That is, the second special symbol is displayed in preference to the first special symbol (has a so-called second special symbol priority variable function).
[0068] <Normal symbol variation display, normal symbol winning game> As described above with reference to FIG. 2, a game ball hit from the left can pass through the left normal symbol operation gate 71, and a game ball hit from the right can pass through the right normal symbol operation gate 72. When a game ball passes through either the left normal symbol operation gate 71 or the right normal symbol operation gate 72 (normal symbol operation gates 71, 72) and is detected by either the left gate sensor 71s or the right gate sensor 72s (gate sensors 71s, 72s), a predetermined judgment random number (a normal symbol hit judgment random number described later) is obtained, and a normal symbol hit judgment is made to determine whether the game ball is a "normal symbol hit" or a "miss" based on the judgment random number. In other words, a normal symbol hit judgment may be made whether the game ball is hit from the left or the right.
[0069] Then, based on the result of this normal winning judgment, the normal pattern is displayed variably and then stopped. As shown in FIG. 4, the segment display unit 50 is provided with a normal pattern display unit 56 that displays normal patterns, and two LEDs are arranged in the normal pattern display unit 56. The normal pattern is displayed variably by switching the LED that is turned on among the two LEDs in the normal pattern display unit 56, and is stopped by turning on a predetermined LED among the two LEDs. In the pachinko machine 1 of this embodiment, three types of patterns can be displayed as normal patterns: a normal winning pattern 1100 in which the left LED of the two LEDs is turned on, a normal winning pattern 1101 in which the right LED is turned on, and a normal losing pattern 1102 in which the left and right (two) LEDs are turned on. If the result of the normal winning judgment is a normal winning, the normal symbol is displayed as either a normal winning symbol 1100 or 1101, and if the result of the normal winning judgment is a normal missing, the normal symbol is displayed as a normal missing symbol 1102. When the normal symbol is displayed as a normal winning symbol or a normal missing symbol in this way, a display (confirmation display) is performed to maintain the state in which the symbol is displayed as stopped until a predetermined time has elapsed in order to confirm the displayed symbol. Then, if the normal symbol is displayed as a normal winning symbol, a normal winning game is performed in which the second starting hole 25 is opened and then closed.
[0070] The above-mentioned non-electric support state and electric support state are set by varying the probability of being judged as a "normal hit" in the normal hit judgment (also referred to as the "normal hit probability" in this specification), the mode of the normal pattern variable display, and the mode of the normal hit game. In other words, in the non-electric support state, the normal hit probability is about 1 in 100, a long time is likely to be selected as the normal pattern variable time (either 1000 ms, 2000 ms, or 3000 ms is selected evenly), and during the normal hit game, the second starting hole 25 is opened for only a short time (16 ms x 1 time).
[0071] In contrast, in the electric support state, the probability of hitting a normal symbol is about 99 / 100, and a short time is likely to be selected as the normal symbol fluctuation time (either 1000 ms, 1252 ms, or 1500 ms is selected evenly), and the second start hole 25 is open for a long time (840 ms x 2 times) during a normal symbol hit game. As a result, in the non-electric support state, the frequency (proportion) of the second start hole 25 being in an open state is low, and the frequency of game balls entering the second start hole 25 is also low. In contrast, in the electric support state, the frequency (proportion) of the second start hole 25 being in an open state is high, and the frequency of game balls entering the second start hole 25 is also high.
[0072] <Display contents of the performance display device 41> The processing for performing the above-mentioned game is mainly performed by the CPU 201 of the main control board 200. In the pachinko machine 1 of this embodiment, a performance is performed in which various images are displayed on the performance display device 41 in accordance with the above-mentioned game. The processing for performing such a performance is mainly performed by the CPU 221 of the sub-control board 220.
[0073] For example, the performance display device 41 performs a performance (hereinafter also referred to as "pattern change performance") in accordance with the variable display (pattern change game) of the first or second special symbol. That is, in synchronization with the start timing of the variable display (pattern change game) of the special symbol (first or second special symbol), the performance display device 41 simultaneously starts the variable display of the three decorative symbols 41a, 41b, and 41c. After that, the decorative symbols 41a, 41b, and 41c are displayed in various modes until the variable time of the special symbol has elapsed. Then, in synchronization with the end timing of the variable display of the special symbol (stop display of the special symbol), the variable display of the decorative symbols 41a, 41b, and 41c is ended. In the pachinko machine 1 of this embodiment, it is possible to display (designed) symbols showing 10 numbers from "1" to "9" as decorative symbols.
[0074] FIG. 6(a) conceptually shows three decorative patterns 41a, 41b, and 41c being displayed in a variable manner at the same time. After the variable display starts, when a predetermined time has elapsed, the left decorative pattern 41a is usually first displayed as a pattern showing any one of the numbers "1" to "9", then the right decorative pattern 41c is displayed, and finally the center decorative pattern 41b is displayed. The combination of the three decorative patterns 41a, 41b, and 41c displayed in a variable manner on the performance display device 41 is configured to correspond to the special pattern (first special pattern or second special pattern) displayed in a variable manner on the first special pattern display unit 51 or the second special pattern display unit 52 described above.
[0075] In detail, when the first or second special chart is stopped and displayed as a big win pattern, the three decorative patterns 41a, 41b, and 41c of the performance display device 41 are stopped and displayed as the same pattern combination (also called "double numbers" in this specification). Also, when the second special chart is stopped and displayed as a small win pattern, the three decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers". That is, in the pachinko machine 1 of this embodiment, when the first or second special chart is stopped and displayed as a big win pattern, a one-type win is performed, but when the second special chart is stopped and displayed as a small win pattern, a two-type win is performed (through a small win game) with a probability of approximately 100%. And since these are the same from the viewpoint of playing a jackpot game, even if the first or second special chart is displayed as a jackpot pattern, or even if the second special chart is displayed as a small jackpot pattern, the three decorative patterns 41a, 41b, 41c are displayed as "double numbers."
[0076] On the other hand, when the first or second special symbol is displayed as a miss symbol, the three decorative symbols 41a, 41b, and 41c are displayed as a combination of symbols that are not the same (also called "variable symbols" in this specification). The decorative symbols 41a, 41b, and 41c that are displayed as a stop symbol are displayed (confirmed display) until the fixed display time of the special symbol has elapsed.
[0077] In this way, the display contents of the special symbol displayed on the first special symbol display unit 51 or the second special symbol display unit 52 and the three decorative symbols 41a, 41b, and 41c displayed on the performance display unit 41 correspond to each other, and when the special symbol being displayed in a variable manner is stopped, the three decorative symbols 41a, 41b, and 41c are also stopped. Moreover, as shown in Fig. 2, the performance display unit 41 is provided in a more conspicuous position than the first special symbol display unit 51 or the second special symbol display unit 52 (segment display unit 50), and the display screen is large and the display contents are easy to understand, so that the player usually plays the game while viewing the screen of the performance display unit 41.
[0078] Therefore, for example, as shown in FIG. 6(b), when the left decorative pattern 41a, which is displayed first on the display screen of the performance display device 41, and the right decorative pattern 41c, which is displayed next, are displayed in a manner that could result in a "doublet," the player will focus on the changing display of the decorative patterns (pattern changing performance) wondering whether the middle decorative pattern 41b, which is displayed last, will be displayed to result in a "doublet."
[0079] In this way, two decorative patterns (all but one of multiple decorative patterns) are displayed in a stopped state in a manner that could result in a "double number," and the final decorative pattern is displayed in a variable manner. This effect is called a "reach effect," and it is possible to increase interest in the game by generating this reach effect.
[0080] Furthermore, the decorative patterns 41a, 41b, 41c can also be regarded as "identification information", the changing display of the decorative patterns 41a, 41b, 41c can also be regarded as "decorative pattern change" and "identification information change", the CPU 221 of the sub-control board 220 that executes the changing display of the decorative patterns 41a, 41b, 41c (decorative pattern change, identification information change) can also be regarded as "decorative pattern change means" and "identification information change means", and the CPU 221 of the sub-control board 220 that executes the reach performance can also be regarded as "reach performance execution means".
[0081] Also, as shown in Figure 6, a "reserved image (e.g., a circular image showing a ball)" is displayed to indicate that a special pattern is reserved (the start of the variable display of the special pattern is reserved). In detail, if in a non-electric support state, the same number of "reserved images" as the number of reserved first special patterns (the number of variable displays of the first special pattern whose start is reserved) are displayed, and if in an electric support state, the same number of "reserved images" as the number of reserved second special patterns (the number of variable displays of the first special pattern whose start is reserved) are displayed.
[0082] <Main game progression> In the pachinko machine 1 of this embodiment, the game progresses mainly in the following manner. Figures 7 and 8 are explanatory diagrams showing the progress of the main game in this embodiment. In particular, Figure 7 shows the progress of the main game in the non-electric support state, and Figure 8 shows the progress of the main game in the electric support state.
[0083] During the non-electric support state, the second starting hole 25 is rarely opened. Therefore, even if a "right hit" is performed, the game ball rarely enters the second starting hole 25. Therefore, during the non-electric support state, as shown in FIG. 7, a game is played by "left hitting" to aim for the ball to enter the first starting hole 24 (a game in which the variable display of the first special chart is mainly performed, also referred to as "game mainly based on the first special chart" in this specification). When a game ball enters the first starting hole 24 by hitting from the left (ev.1), a "jackpot determination for the first special chart" is performed and the variable display of the first special chart is performed (ev.2). In the "jackpot determination for the first special chart", a "jackpot" is determined with a probability of about 1 in 300, so in most cases, the first special chart is stopped and displayed as a missing pattern. While the first special chart continues to change like this, if the "jackpot determination for the first special chart" determines that there is a jackpot, the first special chart will stop and display the jackpot pattern (ev.3), and a type 1 win will be performed (ev.4).
[0084] Then, when this one type ends, as described above with reference to Fig. 5(a), a non-electric support state is set with a probability of about 50% (ev.5), and an electric support state with six electric support times is set with a probability of about 50% (ev.6). Of these, when a non-electric support state is set (ev.5), the frequency with which the second starting hole 25 is opened remains low, so the above-mentioned game of hitting from the left (game mainly based on the first special chart shown in Fig. 7) is repeated.
[0085] On the other hand, when the electric support state is set (ev.6), the game proceeds as follows. That is, during the electric support state, the second starting hole 25 is frequently opened, and it is easy to get the game ball to enter the second starting hole 25. Therefore, during the electric support state, as shown in FIG. 8, a game is played aiming to enter the second starting hole 25 by "hitting to the right" (a game in which the variable display of the second special chart is mainly performed, also referred to as "a game mainly based on the second special chart" in this specification) is played. Then, when the game ball enters the second starting hole 25 (ev.11), a "jackpot determination for the second special chart" is performed and the variable display of the second special chart is performed (ev.12).
[0086] In the "Jackpot Judgment for the 2nd Special Chart", as in the "Jackpot Judgment for the 1st Special Chart", the probability of a "jackpot" is judged to be about 1 in 300. If a "jackpot" is judged to be a "jackpot", the 2nd special chart will stop displaying the jackpot pattern (ev.13), and a 1-type win will be performed (ev.14).
[0087] Then, when this one type ends, as described above with reference to FIG. 5(b), the electric support state is set with a probability of 100% (ev.15). The number of electric support times is set to 3 times with a probability of 30%, 6 times with a probability of 40%, and 10 times with a probability of 30%. When the electric support state is set in this way (ev.15), the frequency with which the second starting hole 25 is opened remains high, so the above-mentioned game of hitting to the right (game mainly based on the second special chart shown in FIG. 8) is repeated.
[0088] In addition, in the "big win judgment for the second special chart", a "small win" is judged with a probability of about 1 in 6. If a "small win" is judged, the second special chart is stopped and displayed with a small win pattern (ev.17), and a small win game is played (ev.18). If a game ball enters the small winning hole 35 during a small win game and the game ball enters the specific hole 38 (ev.19), a double win is played (ev.20). On the other hand, even if a small win game is played, if the game ball does not enter the specific hole 38 (ev.23), a double win is not played. However, in the pachinko machine 1 of this embodiment, when a small win game is played, if a right hit is performed, the game ball enters the small winning hole 35 with a probability of almost 100%. Therefore, when a small win game is played, there is an almost 100% probability that a two-type win will occur, and in turn, when the variable display of the second special chart is performed, there is a 1 in 6 probability that a two-type win will occur (through a small win game).
[0089] When the two-type hit ends (ev.20), as described above with reference to Fig. 5(c), the electric support state is set with a probability of 100% (ev.21). The number of electric support hits at this time is also set to three with a probability of 30%, six with a probability of 40%, and ten with a probability of 30%. Even when the electric support state is set in this way (ev.21), the frequency with which the second starting hole 25 is opened remains high, so the above-mentioned game of hitting to the right (game mainly based on the second special chart shown in Fig. 8) is repeated.
[0090] In addition, when the electric support state is set, if the pattern change play is performed for the number of electric support times (3 times, 6 times, 10 times) without a big win play being performed after that (when the remaining number of electric support times becomes 0), the non-electric support state is set instead of the electric support state. In this case, the game of hitting the left hand as described above (the game mainly based on the first special symbol shown in Figure 7) will be performed.
[0091] As described above, in the pachinko machine 1 of this embodiment, when the "jackpot judgment for the second special chart (variable display of the second special chart)" is performed during the electric support state, in addition to the case where the second special chart is stopped and displayed as a jackpot pattern, the player can be made to feel that a jackpot game is being played even when the second special chart is stopped and displayed as a small jackpot pattern. In other words, in the electric support state, the player can be made to feel that a jackpot game is being played with a probability of about 51 out of 300, which is the sum of the probability of the jackpot pattern being stopped and displayed in the variable display of the second special chart, which is about 1 out of 300, and the probability of the small jackpot pattern being stopped and displayed, which is about 1 out of 6.
[0092] C. Game control processing: 9 is a flowchart showing the game control process for controlling the progress of a game. The game control process is performed by the CPU 201 of the main control board 200 at a predetermined cycle (for example, based on a timer interrupt that occurs every 4 msec). The game control process performed by the CPU 201 of the main control board 200 will be described below according to the flowchart. In the following description, well-known processes such as the initialization process of the CPU 201, the interrupt prohibition process, and the interrupt permission process will be omitted.
[0093] <Output processing> As shown in Fig. 9, when the CPU 201 of the main control board 200 starts the game control process, it first performs the output process (S100). In the pachinko machine 1 of this embodiment, in various processes described later, various commands to be sent to various control boards including the sub-control board 220 are stored in an output buffer secured in the RAM 203. In the output process (S100), the various commands stored in the output buffer in this way are sent to the various control boards. By doing so, for example, the sub-control board 220 controls the presentation in accordance with the progress of the game, and the payout control board 240 controls the drive of the payout motor 243 (payout of game balls).
[0094] <Input processing> The CPU 201 of the main control board 200 then performs input processing (S200). As described above, in the pachinko machine 1 of this embodiment, when a game ball enters any of the first start hole 24, the second start hole 25, the other ball entry hole 30, the large prize entry hole 28, and the small prize entry hole 35, the game ball is paid out. Therefore, in the input processing (S200), it is determined whether or not a game ball is detected by the sensors (the first start hole sensor 24s, the second start hole sensor 25s, the large prize entry hole sensor 28s, the small prize entry hole sensor 35s, etc.) that detect these ball entries. As a result, if a game ball is detected, a payout command indicating the number of game balls to be paid out is stored in the output buffer described above. The payout command thus stored in the output buffer is transmitted to the payout control board 240 in the next output processing (S100).
[0095] <Random number update process> The CPU 201 of the main control board 200 then performs a random number update process (S300). As described above, in the pachinko machine 1 of this embodiment, a jackpot determination and a normal hit determination are made based on a predetermined determination random number. In more detail, a jackpot determination is made based on a "jackpot determination random number", and a normal hit determination is made based on a "normal hit determination random number". In addition, the variable display of the special symbol in the pachinko machine 1 of this embodiment is made based on a variable pattern described later, and this variable pattern is selected based on a "variation pattern selection random number".
[0096] In the pachinko machine 1 of this embodiment, when the jackpot determination result is "jackpot", one of the multiple types of jackpot symbols is displayed as a stopped symbol, and when the jackpot determination result is "small jackpot", one of the multiple types of small jackpot symbols is displayed as a stopped symbol, and the type of symbol is selected based on the "symbol selection random number". In the random number update process (S300), these random numbers are updated. Note that these random numbers may be updated not only in the random number update process (S300), but also during the period from the end of the game control process to the start of the next game control process (the next timer interrupt). Also, a dedicated circuit for updating random numbers may be provided, and the random numbers may be updated by this dedicated circuit.
[0097] <Start port etc. sensor detection processing> The CPU 201 of the main control board 200 then performs a start hole etc. sensor detection process (S400). In this start hole etc. sensor detection process (S400), first, based on the detection result of the gate sensors 71s, 72s, it is determined whether the game ball has passed through the normal symbol operation gates 71, 72. As a result, if the game ball has passed through the normal symbol operation gates 71, 72, it is determined whether the game is during a normal symbol win game, during a normal symbol variable display, or during a normal symbol fixed display. As a result, if the game is not during a normal symbol win game, during a normal symbol variable display, or during a normal symbol fixed display, a normal symbol win determination random number is obtained and the normal symbol win determination random number is stored.
[0098] After the processing related to the gate sensors 71s and 72s is performed in this way, it is next judged whether or not the game ball has entered the first start hole 24 based on the detection result of the first start hole sensor 24s. As a result, if the game ball has entered the first start hole 24, it is judged whether or not the number of first special symbols reserved has reached the upper limit of four. Then, if the number of first special symbols reserved has not reached four, a jackpot determination random number, a variation pattern selection random number, and a design selection random number are acquired, and these random numbers are stored as the first special symbol reservation. The first special symbol reservation (acquisition information) is stored in a first special symbol reservation storage area (acquisition information storage means) secured in the RAM 203 so that the order of storage can be identified.
[0099] Here, the variable display of the first special chart (pattern variable game) is performed based on the jackpot determination random number, the variable pattern selection random number, and the pattern selection random number acquired as the first special chart reservation. In addition, the performance (pattern variable performance) performed in accordance with the variable display of the first special chart is also performed based on the jackpot determination random number, the variable pattern selection random number, and the pattern selection random number acquired as the first special chart reservation. Therefore, when the first special chart reservation is stored, even if the variable display based on the first special chart reservation has not yet started (even if the variable start condition has not been established), it is possible to determine the mode of the variable display and performance (pattern variable game and pattern variable performance based on the first special chart reservation) based on the first special chart reservation. For example, even before the variable display based on the first special chart reservation is performed, it is possible to determine the result of the jackpot determination for the first special chart reservation (jackpot, miss), the type of jackpot game to be started if the result of the jackpot determination is "jackpot", whether or not a reach performance is performed (whether or not the acquired information is predetermined information), etc. This type of judgment is called a pre-judgment, and in the pachinko machine 1 of this embodiment, when the first special chart reservation is stored, a pre-judgment is made on the first special chart reservation, and the result of the pre-judgment is stored in correspondence with the first special chart reservation.
[0100] In this way, when the first special symbol reservation is stored and the preliminary judgment result for the first special symbol reservation is stored, a preliminary judgment result command indicating this preliminary judgment result is stored in the output buffer of the RAM 203. The preliminary judgment result command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the preliminary judgment result of the first special symbol reservation. Note that if the game ball has not entered the first start hole 24 or if the number of first special symbol reservations has already reached four, a new first special symbol reservation is not stored and no preliminary judgment is performed.
[0101] After the process for storing the first special symbol reservation is performed in this way, it is then determined whether or not the game ball has entered the second start hole 25 based on the detection result of the second start hole sensor 25s. As a result, if the game ball has entered the second start hole 25, it is determined whether or not the number of second special symbols reserved has reached the upper limit of four. If the number of second special symbols reserved has not reached four, the jackpot determination random number, the variable pattern selection random number, and the pattern selection random number are obtained and these random numbers are stored as the second special symbol reservation. The second special symbol reservation is stored in a second special symbol reservation storage area secured in the RAM 203 so that the order of storage can be identified. After storing the second special symbol reservation in this way, the same pre-determination as described above is performed for the second special symbol reservation. However, in the pre-determination for the second special symbol reservation, it is also determined whether or not the result of the jackpot determination is a small win.
[0102] In this way, when the second special chart reservation is stored and the pre-determination result for the second special chart reservation is stored, a pre-determination result command indicating this pre-determination result is stored in the output buffer of the RAM 203. The pre-determination result command stored in the output buffer in this way is also transmitted to the sub-control board 220 in the next output process (S100). By doing so, the sub-control board 220 can execute various effects based on the pre-determination result of the second special chart reservation. Note that if the game ball has not entered the second start hole 25 or if the number of second special chart reservations has already reached four, no new second special chart reservations are stored and no pre-determination is performed.
[0103] <Normal operation process> The CPU 201 of the main control board 200 then performs normal operation processing (S500). In this normal operation processing (S500), processing is performed to variably display normal symbols and execute normal winning games. That is, the CPU 201 of the main control board 200 first judges whether or not a normal winning judgment random number was stored in the above-mentioned start port etc. sensor detection processing (S400). As a result, if a normal winning judgment random number was stored, the stored normal winning judgment random number is read out and a normal winning judgment is performed based on the normal winning judgment random number.
[0104] After the normal winning judgment is performed, it is judged whether the result of the normal winning judgment is a normal winning. As a result, if the result of the normal winning judgment is a normal winning, a normal winning pattern (stop pattern) to be displayed in the normal pattern variable display is determined, and the determined normal winning pattern is stored. In other words, if the normal winning pattern 1100 is determined as the stop pattern, it is stored that the left LED (see FIG. 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display. On the other hand, if the normal winning pattern 1101 is determined as the stop pattern, it is stored that the right LED (see FIG. 4) of the normal pattern display unit 56 is turned on as the result of the normal pattern variable display. On the other hand, if the result of the normal winning judgment is a normal missing, the normal missing pattern 1102 is stored as the pattern (stop pattern) to be displayed in the normal pattern variable display. In other words, it is memorized that as a result of the current change in the ordinary pattern display, the two LEDs on the left and right of the ordinary pattern display section 56 (see Figure 4) are turned on.
[0105] In this way, when the pattern (stop pattern) to be displayed in the normal pattern change display is stored, the normal pattern change time is set. In detail, if in a non-electric support state, set either 1000 ms, 2000 ms, or 3000 ms, and if in an electric support state, set either 1000 ms, 1252 ms, or 1500 ms. After setting the normal pattern change time, the normal pattern change display is started. Then, the normal pattern hit judgment random number that was the subject of this normal pattern hit judgment is erased from the memory area.
[0106] The above describes the processing when the normal pattern is not being played, the normal pattern is not being changed, and the normal pattern is not being confirmed. On the other hand, when the normal pattern is being changed, it is determined whether the change time of the normal pattern has elapsed. As a result, when it is determined that the change time has elapsed, the normal pattern being changed is displayed in a pre-stored manner. That is, when the result of the normal pattern hit judgment is a normal pattern hit and the normal pattern hit 1100 is to be displayed, the left LED of the normal pattern display unit 56 is turned on (the normal pattern hit 1100 is displayed), and when the normal pattern hit 1101 is to be displayed, the right LED of the normal pattern display unit 56 is turned on (the normal pattern hit 1101 is displayed). On the other hand, when the result of the normal pattern hit judgment is a miss, the left and right (two) LEDs of the normal pattern display unit 56 are turned on (the normal pattern miss 1102 is displayed). When the normal symbols are stopped and displayed in this manner, the fixed display of the normal symbols is started, so the fixed display time of the normal symbols is set.
[0107] On the other hand, if the normal symbol is being displayed, it is determined whether the display time has elapsed. If the display time has elapsed, it is determined whether the normal symbol displayed (displayed) this time is a normal winning symbol (the LED to the left of the normal symbol display unit 56 is lit). If the normal symbol displayed (displayed) is a normal winning symbol, the opening pattern (number of times to open, opening time, closing time, etc.) of the second start hole 25 in the normal winning game is set.
[0108] In detail, when the machine is in a non-electric support state, the opening pattern is set so that the second starting hole 25 is opened only once for 16 ms. On the other hand, when the machine is in an electric support state, the opening pattern is set so that the second starting hole 25 is opened only twice for 840 ms. After setting the opening pattern in this way, the normal winning game starts.
[0109] During the normal winning game, the second starting port solenoid 26m is controlled to operate the opening and closing door 26 so that the second starting port 25 is in the open / closed state according to the above-mentioned opening pattern. Then, when the control according to this opening pattern is completed, the normal winning game ends. When the normal winning game ends, a normal winning game end command indicating the end of the normal winning game is stored in the output buffer of the RAM 203. The normal winning game end command stored in the output buffer in this way is also sent to the sub-control board 220 in the next output process (S100).
[0110] <Special Action Processing> The CPU 201 of the main control board 200 then performs a special operation process (S600). In this special operation process (S600), the CPU 201 performs processes such as variably displaying the special symbol (first special symbol or second special symbol), executing a big win game, and executing a small win game. That is, the CPU 201 of the main control board 200 first judges whether the game is a big win game, a small win game, a variably displayed special symbol (first special symbol or second special symbol), or a fixed display of the special symbol (first special symbol or second special symbol).
[0111] If the result is not any of these, it is determined whether or not the second special chart reservation is stored in the second special chart reservation memory area. If the result is that the second special chart reservation is stored in the second special chart reservation memory area, the first stored second special chart reservation (jackpot determination random number, variable pattern selection random number, pattern selection random number) is read out. Then, a jackpot determination (jackpot determination for the second special chart) is made based on the jackpot determination random number contained in the read second special chart reservation. In the "jackpot determination for the second special chart", it is determined whether it is a "jackpot", "small hit", or "miss".
[0112] On the other hand, if the second special chart reservation is not stored, this time it is judged whether the first special chart reservation is stored in the first special chart reservation memory area. As a result, if the first special chart reservation is stored in the first special chart reservation memory area, the first special chart reservation (jackpot judgment random number, pattern selection random number, variation pattern selection random number) stored first among the stored first special chart reservations is read. Then, a jackpot judgment (jackpot judgment for the first special chart) is made based on the jackpot judgment random number contained in the read first special chart reservation. In the "jackpot judgment for the first special chart", it is judged whether it is a "jackpot" or a "miss".
[0113] Here, in the pachinko machine 1 of this embodiment, the jackpot determination random number is a random number updated in the range of 0 to 65535 (a random number that can take 65536 values), and if the jackpot determination random number acquired as the first special chart reservation or the second special chart reservation is any of the values corresponding to a "jackpot", it is determined to be a "jackpot". By appropriately setting such a value corresponding to a "jackpot", the probability of being determined to be a "jackpot" in both the "jackpot determination for the first special chart" and the "jackpot determination for the second special chart" is set to about 1 in 300.
[0114] In addition, if the jackpot determination random number obtained as the second special chart reservation is one of the values corresponding to a "small hit", it is determined to be a "small hit". By appropriately setting the value corresponding to such a "small hit", the probability of being determined to be a "small hit" in the "jackpot determination for the second special chart" is set to about 1 in 6.
[0115] If the result of the jackpot determination is "jackpot", the type of jackpot pattern to be displayed in the variable display of the special pattern (variable pattern game) is selected based on the pattern selection random number included in the first special pattern reservation or the second special pattern reservation read out this time. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the jackpot pattern 101-300 can be displayed as the first special pattern, and the jackpot pattern 501-700 can be displayed as the second special pattern. Therefore, when the first special pattern reservation is read out, the jackpot pattern corresponding to the pattern selection random number read out as the first special pattern reservation is selected as the pattern to be displayed in the variable display. In addition, when the second special symbol reservation is read, the jackpot symbol selection table in which the symbol selection random numbers are assigned to the jackpot symbols 501 to 700 is referenced, and the jackpot symbol corresponding to the symbol selection random number read as the second special symbol reservation is selected as the symbol to be stopped and displayed. The jackpot symbol selection table is pre-stored in the ROM 202 of the main control board 200.
[0116] In addition, if the result of the big win judgment for the second special symbol is "small win", the type of small win symbol to be stopped and displayed in the variable display of the special symbol (variable symbol game) this time is selected based on the symbol selection random number included in the second special symbol reservation read this time. That is, as described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, small win symbols 701-800 can be stopped and displayed as the second special symbol. Therefore, by referring to the small win symbol selection table in which the symbol selection random numbers are assigned to the small win symbols 701-800, the small win symbol corresponding to the symbol selection random number read as the second special symbol reservation is selected as the symbol to be stopped and displayed. The small win symbol selection table is pre-stored in the ROM 202 of the main control board 200.
[0117] On the other hand, if the result of the jackpot determination is "miss", if the currently read special reserved pattern is the first special reserved pattern, the miss pattern 401 is selected as the pattern to be stopped and displayed, and if the currently read special reserved pattern is the second special reserved pattern, the miss pattern 801 is selected as the pattern to be stopped and displayed. The jackpot pattern, small win pattern, and miss pattern selected as the pattern to be stopped and displayed are stored in the stop pattern storage area secured in the RAM 203.
[0118] After selecting the symbol to be displayed in this way, the change pattern of the special symbol change display (symbol change game) is selected. The change pattern is the time (change time) from when the special symbol (first special symbol or second special symbol) starts to change and when it stops, and each change pattern is assigned information (change pattern ID) to distinguish it from other change patterns. The change pattern selection table is referenced in the process of selecting the change pattern. The change pattern selection table is a table in which a change pattern selection random number is assigned to a plurality of change patterns (change pattern ID, change time) as shown in FIG. 10. In the process of selecting the change pattern, the change pattern corresponding to the change pattern selection random number read this time as the first special symbol reserved or the second special symbol reserved is determined as the change pattern for this time by referring to such a change pattern selection table. Therefore, the probability that each change pattern is selected is determined by the ratio of random numbers assigned to each change pattern among the change pattern selection random numbers that can be obtained.
[0119] The variation pattern selected in this way is transmitted to the sub-control board 220 as a variation pattern designation command described later. When the CPU 221 of the sub-control board 220 receives the variation pattern designation command, it recognizes the variation pattern of the current symbol variation game based on the variation pattern designation command, and executes the symbol variation presentation with a presentation pattern based on (corresponding to) the recognized variation pattern.
[0120] In the process of selecting the above-mentioned variation pattern, the same variation pattern selection table is not always referred to, but a variation pattern selection table corresponding to various game progress situations is referred to. In detail, as shown in FIG. 11, a variation pattern selection table corresponding to the type of special symbol (first special symbol or second special symbol), the currently set game state, the result of the big win judgment, the number of stored first special symbol reserves and second special symbol reserves, etc. is referred to. In addition, although not shown, a variation pattern selection table corresponding to the type of one kind or two kinds (the type of one kind or two kinds described above using FIG. 5) to be started this time is also referred to. In this way, it becomes possible to select a variation pattern corresponding to various game progress situations, and the CPU 221 of the sub-control board 220 can execute a pattern variation presentation with a presentation pattern corresponding to various game progress situations.
[0121] For example, if the result of the "jackpot determination for the first special chart" or the "jackpot determination for the second special chart" is "jackpot", the CPU 221 of the sub-control board 220 executes a pattern change effect in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers" after the reach performance. Also, if the result of the "jackpot determination for the second special chart" is "small hit", the CPU 221 executes a pattern change effect in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers" after the reach performance.
[0122] In addition, if the result of the "jackpot judgment for the first special chart" or the "jackpot judgment for the second special chart" is "miss", the reach performance is not performed, or after the reach performance, a pattern variation performance is performed in which the decorative patterns 41a, 41b, and 41c are stopped and displayed in a "variable pattern". Each variation pattern selection table is pre-stored in the ROM 202 of the main control board 200.
[0123] In this way, the symbol to be stopped and displayed in the current special symbol variable display is selected, and the variable display of the special symbol is started after the variable display pattern of the current special symbol variable display is selected. Then, a variable pattern designation command indicating the currently selected variable pattern is stored in the output buffer of the RAM 203. The variable pattern designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). Also, the first special symbol reservation or the second special symbol reservation that was the subject of the current big win judgment is erased from the first special symbol reservation storage area or the second special symbol reservation storage area.
[0124] The above describes the process when the special symbol is not being displayed during a big win game, a small win game, a special symbol (first special symbol or second special symbol) during a variable display, or a fixed special symbol display. In contrast, when the special symbol is being displayed during a variable display, it is determined whether or not the variable time of the special symbol during the variable display has elapsed. As a result, when it is determined that the variable time has elapsed, the special symbol during the variable display is displayed as a fixed special symbol stored in the fixed symbol storage area (fixed display is started). When the special symbol is displayed as a fixed special symbol, the fixed special symbol display time is set. Then, a variable stop command indicating that the special symbol has been displayed as a fixed special symbol is stored in the output buffer of the RAM 203. The variable stop command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).
[0125] Then, when the special symbol is being displayed, it is determined whether the display time has elapsed. If the display time has elapsed, it is determined whether the special symbol that has been stopped (displayed) this time is a big win symbol, a small win symbol, or a miss symbol.
[0126] As a result, if the special symbol displayed as stopped is a losing symbol, it is also determined whether or not the electric support state is set. If the special symbol is displayed as a losing symbol during the electric support state, the remaining number of electric support times is subtracted by one. If the remaining number of electric support times becomes 0 as a result, a non-electric support state is set instead of the electric support state. When a new non-electric support state is set in this way, a game state designation command indicating the newly set game state (here, the non-electric support state) is stored in the output buffer of the RAM 203. The game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).
[0127] On the other hand, even if the special symbol displayed as stopped is a small winning symbol, first, it is determined whether or not the electric support state is set, and if the electric support state is set, the remaining number of electric support times is subtracted by one. As a result, if the remaining number of electric support times becomes 0, the non-electric support state is set instead of the electric support state. When the non-electric support state is newly set in this way, a game state designation command indicating the newly set game state (here, the non-electric support state) is stored in the output buffer of the RAM 203. Then, the game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).
[0128] In addition, in response to the small win symbol being stopped and displayed, the opening pattern (number of times of opening, opening time, closing time, etc.) of the small win opening 35 in the small win game is set. In the pachinko machine 1 of this embodiment, the small win opening 35 is in an open state for 1.6 seconds during the small win game, so such an opening pattern of the small win opening 35 is set. After the opening pattern of the small win opening 35 is set in this way, the small win game is started. Then, a small win game start command indicating the start of the small win game is stored in the output buffer of the RAM 203. The small win game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).
[0129] Also, if the special symbol displayed as stopped is a jackpot symbol, the opening pattern (number of times of opening, opening time, closing time, etc.) of the big prize opening 28 in one type is set. As described above with reference to FIG. 5, in the pachinko machine 1 of this embodiment, the number of rounds during one type varies depending on the type of jackpot symbol displayed as stopped. Therefore, the opening pattern of the big prize opening 28 is set in accordance with the type of jackpot symbol displayed as stopped. After the opening pattern of the big prize opening 28 is set in this way, one type is started. Then, a big prize game start command indicating the start of one type is stored in the output buffer of the RAM 203. This big prize game start command also includes information indicating the type of one type to be started this time (see FIG. 5). The big prize game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).
[0130] The above describes the process when the special symbol is being displayed. On the other hand, when a small win game is being played, the small win solenoid 35m is controlled to operate the opening and closing door 36 so that the small win port 35 is opened and closed in the above-mentioned opening pattern (opening pattern in which the port is open for 1.6 seconds). Then, when the control of the small win solenoid 35m (operation of the opening and closing door 36) according to the above-mentioned opening pattern is completed, a small win game end command indicating the end of the small win game is stored in the output buffer of the RAM 203. The small win game end command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).
[0131] Then, it is determined whether or not a game ball has entered the small winning port 35 during the current small winning game. As a result, if a game ball has entered the small winning port 35 during the current small winning game, it is determined whether or not the game ball has entered the specific port 38. As a result, if a game ball has entered the specific port 38, the opening pattern (number of openings, opening time, closing time, etc.) of the large winning port 28 in the two-type winning is set to start the two-type winning. After the opening pattern of the large winning port 28 is set in this way, the two-type winning is started. Then, a big winning game start command indicating the start of the two-type winning is stored in the output buffer of the RAM 203. This big winning game start command also includes information indicating the type of the two-type winning to be started this time (see FIG. 5). The big winning game start command stored in the output buffer is transmitted to the sub-control board 220 in the next output process (S100).
[0132] The above describes the process when a small win game is being played. On the other hand, when a big win game is being played (when a single type win or a double type win is being played), the large win port solenoid 29m is controlled to operate the opening and closing door 29 so that the large win port 28 is in the open state or closed state in the above-mentioned opening pattern. Then, at the start of a round game, a round game start command indicating the start of the round game is stored in the output buffer of the RAM 203, and at the end of the round game, a round game end command indicating the end of the round game is stored in the output buffer of the RAM 203. The round game start command and round game end command stored in the output buffer in this way are transmitted to the sub-control board 220 in the next output process (S100).
[0133] Also, when the control of the big prize opening solenoid 29m (operation of the opening and closing door 29) according to the above-mentioned opening pattern is completed, the big prize game ends. Then, a big prize game end command indicating the end of the big prize game is stored in the output buffer of the RAM 203. The big prize game end command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100). When the big prize game ends, a non-electric support state or an electric support state is set as the game state according to the type of the big prize game (see FIG. 5). Also, when setting the electric support state, the number of electric support times is set to 3 times, 6 times, or 10 times according to the type of the big prize pattern or the small prize pattern. Even when the game state is set in this way, a game state designation command indicating the set game state is stored in the output buffer of the RAM 203. The game state designation command stored in the output buffer in this way is transmitted to the sub-control board 220 in the next output process (S100).
[0134] <Pending number processing> The CPU 201 of the main control board 200 then performs reserved number processing (S700). In this reserved number processing (S700), the number of reserved first special charts stored in the first special chart reserved storage area and the number of reserved second special charts stored in the second special chart reserved storage area are read out, and a reserved number transmission command indicating these numbers is stored in the output buffer of the RAM 203. The reserved number transmission command thus stored in the output buffer is also transmitted to the sub-control board 220 in the next output processing (S100). In this way, the sub-control board 220 can execute various performances based on these numbers, such as displaying reserved images corresponding to the number of reserved first special charts and the number of reserved second special charts on the performance display device 41.
[0135] In addition, the special symbol can be regarded as "identification information", and the "CPU 201 of the main control board 200" that executes the "identification information change" that is the change display of the special symbol (identification information) can be regarded as "identification information change means". In addition, the big win symbol and the small win symbol can be regarded as "specific mode", the big win game can be regarded as "specific game" or "win game", and the "CPU 201 of the main control board 200" that executes the big win game (specific game) when the special symbol is stopped and displayed as the big win symbol or the small win symbol (specific mode) in the change display (identification information change) of the special symbol can be regarded as "specific game execution means" or "win game execution means". In addition, the "CPU 201 of the main control board 200" that can set the non-electric support state and the electric support state can be regarded as "game state setting means".
[0136] D. Performance control processing: 12 is a flowchart showing the performance control process for controlling performance. The performance control process is performed by the CPU 221 of the sub-control board 220 at predetermined intervals (for example, based on a timer interrupt that occurs every 10 msec). The performance control process performed by the CPU 221 of the sub-control board 220 will be explained below according to the flowchart. Note that in the following explanation, explanations of well-known processes such as the initialization process of the CPU 221, the interrupt prohibition process, and the interrupt permission process are omitted.
[0137] When the performance control process is started, the CPU 221 of the sub-control board 220 first performs a command analysis process (S800). Here, every time the CPU 221 of the sub-control board 220 receives a command from the main control board 200, the CPU 221 stores the received command in a received command storage area of the RAM 223 as an external interrupt process. In the command analysis process (S800), a performance corresponding to the command stored in this received command storage area, i.e., the command received from the main control board 200, is determined, and a command to be transmitted to the image / audio control board 230, the lamp control board 226, etc. to perform this performance is stored in an output buffer secured in the RAM 223.
[0138] The CPU 221 of the sub-control board 220 then performs output processing (S900). In this processing, the command stored in the output buffer of the RAM 223 is transmitted to the image / audio control board 230, the lamp control board 226, etc. When the command is received from the sub-control board 220, the image / audio control board 230 displays an image corresponding to the received command on the performance display device 41, and outputs a sound corresponding to the received command from the various speakers 6a, 6b, etc. In addition, the lamp control board 226 causes the various lamps 5a to 5c, etc. to emit light in a light emission pattern corresponding to the received command.
[0139] As described above, the sub-control board 220 cooperates with the image / audio control board 230, the lamp control board 226, etc. to execute various effects, but for ease of explanation in this specification, the execution of such various effects will also be expressed simply as "the CPU 221 of the sub-control board 220 executes various effects."
[0140] 13 shows the processing (various effects, etc.) performed by the CPU 221 of the sub-control board 220 in response to the command received from the main control board 200. As shown in FIG. 13, when the CPU 221 of the sub-control board 220 receives a pre-determination result command, it detects that a new special reserved figure has been stored (displays a reserved image indicating that a special reserved figure has been stored) and performs a pre-determination, which is a performance based on the pre-determination result. For example, it displays an image of a character or the like corresponding to the pre-determination result on the performance display device 41. Note that the pre-determination performance does not need to be performed all the time when a pre-determination result command is received, and may be performed when a predetermined condition is met (for example, when a predetermined execution lottery is won).
[0141] In addition, when the CPU 221 of the sub-control board 220 receives the reserved number transmission command, it displays reserved images in the same number as the first special chart reserved number and the second special chart reserved number indicated by this command in the first reserved display area 41d and the second reserved display area 41e of the performance display device 41. It is not necessary to display both the first special chart reserved number and the second special chart reserved number at all times, and for example, in a non-electric support state where left hitting is performed, that is, in a state where a game mainly based on the first special chart is played, the first special chart reserved number may be displayed, and in a non-electric support state where right hitting is performed, that is, in a state where a game mainly based on the second special chart is played, the second special chart reserved number may be displayed.
[0142] In addition, when the CPU 221 of the sub-control board 220 receives a variation pattern designation command, it starts a pattern variation performance (including the variation display of decorative patterns 41a, 41b, 41c) corresponding to the variation pattern indicated by the variation pattern designation command in accordance with the variation display of the special pattern (first special pattern or second special pattern).
[0143] That is, when the variation pattern (variation pattern designation command) selected when the result of the "jackpot judgment for the first special chart" or the "jackpot judgment for the second special chart" is "jackpot" is received (when the first special chart or the second special chart is stopped and displayed as a jackpot pattern), the pattern variation performance in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers" is started after the reach performance. Also, when the variation pattern (variation pattern designation command) selected when the result of the "jackpot judgment for the second special chart" is "small hit" is received (when the second special chart is stopped and displayed as a small hit pattern), the pattern variation performance in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "double numbers" is started after the reach performance.
[0144] In addition, when the result of the "jackpot judgement for the first special chart" or the "jackpot judgement for the second special chart" is "miss", if a variation pattern (variation pattern designation command) selected is received (when the first special chart or the second special chart is stopped and displayed as a miss pattern), a pattern variation performance in which the decorative patterns 41a, 41b, and 41c are stopped and displayed as "barakeme" is started without performing a reach performance, or after the reach performance. Then, when a variation stop command is received during the execution of the pattern variation performance, the pattern variation performance ends.
[0145] Also, as shown in FIG. 13, when the CPU 221 of the sub-control board 220 receives a small win game start command, it starts a small win game presentation indicating that a small win game is being played. Then, when the CPU 221 of the sub-control board 220 receives a small win game end command, it ends the small win game presentation. Also, when it receives a specific ball entry command during a small win game, it executes a specific ball entry presentation indicating that a game ball has entered the specific ball entry 38 (indicating that a two-type win is confirmed to start). The specific ball entry command is a command transmitted from the main control board 200 when a small win game (a small win game based on the second special chart) is started by the second special chart being stopped and displayed with a small win pattern, and when a game ball that entered during the small win game enters the specific ball entry 38, in other words, when a two-type win is performed. As the specific ball entry presentation, for example, a presentation displaying a character image of "V" is executed.
[0146] Moreover, when the CPU 221 of the sub-control board 220 receives a jackpot game start command, it starts a jackpot game presentation indicating that a jackpot game is being played. For example, at the timing when a jackpot game is started, a fanfare presentation indicating the start of the jackpot game is executed, and a video (so-called movie) indicating that a jackpot game is being played is started to be displayed. Also, a presentation suggesting the number of rounds of the started jackpot game and a presentation suggesting the game state (non-electric support state or electric support state) to be set after the started jackpot game ends are executed. In the pachinko machine 1 of this embodiment, as such a jackpot game presentation, a plurality of jackpot game presentations having different modes (for example, videos to be displayed, etc.) can be executed, and which jackpot game presentation is executed is determined according to a predetermined lottery result and the type of jackpot game.
[0147] When the CPU 221 of the sub-control board 220 receives a round game start command during a jackpot game, it starts a round game presentation (for example, superimposed on the jackpot game presentation) that indicates that a round game is in progress. For example, it starts a presentation that indicates the number of round games in the jackpot game being played (for example, a presentation that displays 1R, 2R, 3R, etc.). Then, when it receives a round game end command, it ends the round game presentation, and when it receives a jackpot game end command, it ends the jackpot game presentation.
[0148] Furthermore, when the CPU 221 of the sub-control board 220 receives a game state designation command, it starts a presentation corresponding to the set game state. For example, it executes a presentation in which the decorative patterns 41a, 41b, 41c and their background images are changed to a form (such as color or shape) corresponding to the game state, and when an electric support state is set, it starts a presentation that displays the remaining number of electric supports.
[0149] E.SP Reach Production: Here, in the pachinko machine 1 of this embodiment, as the reach performance described above with reference to Fig. 6(b), it is possible to execute an SP reach performance in which a "progress display" is performed to display the state in which a specific character fights an enemy character, and then a "result display" is performed to display the result of the specific character's fight against the enemy character (the state in which the specific character wins or loses against the enemy character). As such SP reach performances, it is possible to execute SP reach performance A in which character A is displayed as the specific character, SP reach performance B in which character B is displayed as the specific character, SP reach performance C in which character C is displayed as the specific character, and SP reach performance D in which character D is displayed as the specific character.
[0150] These SP reach effects start a predetermined time after a normal reach effect (a reach effect that does not involve the display of a specific character; also referred to in this specification as a "normal reach effect") has started (after the left decorative pattern 41a and the right decorative pattern 41c are displayed as stopped patterns showing the same number).
[0151] Since the symbol variation performance is performed in accordance with the variation pattern, these SP reach performances performed as part of the symbol variation performance are also performed when the corresponding variation pattern is selected. That is, when the result of the "jackpot judgment for the first special chart" or the "jackpot judgment for the second special chart" is "jackpot", a variation pattern corresponding to each SP reach performance is selected, and then the SP reach performance corresponding to this variation pattern is performed, and then a symbol variation performance in which the decorative symbols 41a, 41b, and 41c stop and display in "double numbers" is performed. In the SP reach performance performed at this time, after the "progress display", a "result display" is performed in which a specific character (any of the characters A to D) wins against an enemy character.
[0152] In addition, when the result of the "Big Win Judgment for the Second Special Chart" is "Small Win", a variation pattern corresponding to each SP Reach performance is selected, and after the SP Reach performance corresponding to this variation pattern is performed, a pattern variation performance in which the decorative symbols 41a, 41b, and 41c stop and display in "double numbers" is performed. In the SP Reach performance performed at this time, after "Progress Display", a "Result Display" is performed to display how a specific character (any of characters A to D) wins against an enemy character.
[0153] In addition, when the result of the "jackpot judgment for the first special chart" or the "jackpot judgment for the second special chart" is "miss", a variation pattern corresponding to each SP reach performance is selected, and then the SP reach performance corresponding to this variation pattern is performed, followed by a pattern variation performance in which the decorative patterns 41a, 41b, and 41c stop and display with "barakeme". In the SP reach performance performed at this time, after a "progress display", a "result display" is performed in which a specific character (any of characters A to D) is defeated by an enemy character.
[0154] The SP reach effects A to D are effects that suggest the "possibility that the first or second special chart will stop and be displayed as a jackpot pattern (possibility of a 1-type hit)" or the "possibility that the second special chart will stop and be displayed as a small hit pattern (possibility of a 2-type hit)", in other words, the "possibility of a jackpot game being played (also referred to as the "jackpot expectation" in this specification). The "jackpot expectation" suggested by these SP reach effects is the lowest when SP reach effect A is performed, and increases as the SP reach effect B is performed → the SP reach effect C is performed → the SP reach effect D is performed. This makes the player expect the SP reach effect to be played with a higher "jackpot expectation" than the "jackpot expectation."
[0155] Fig. 14 shows the "big win expectation rate" of the SP reach performances A to D. As shown in Fig. 14, the "big win expectation rate" (i.e., the probability of a "result display" that displays a state in which a specific character wins over an enemy character) is 10% when the SP reach performance A is performed (the decorative patterns 41a, 41b, and 41c are stopped and displayed with a double number at a 10% probability), 30% when the SP reach performance B is performed (the decorative patterns 41a, 41b, and 41c are stopped and displayed with a double number at a 30% probability), 40% when the SP reach performance C is performed (the decorative patterns 41a, 41b, and 41c are stopped and displayed with a double number at a 40% probability), and 50% when the SP reach performance D is performed (the decorative patterns 41a, 41b, and 41c are stopped and displayed with a double number at a 50% probability).
[0156] Such a "big win expectation" is realized by appropriately setting the execution probability of the SP reach performances A to D (the probability that the fluctuation pattern corresponding to the SP reach performances A to D is selected). In detail, the execution probability of the SP reach performances A to D (the probability that the fluctuation pattern corresponding to the SP reach performances A to D is selected) is realized by appropriately setting the ratio of the fluctuation pattern selection random number allocated to each fluctuation pattern in the fluctuation pattern selection table described above with reference to FIG. 10.
[0157] In more detail, when "the first or second special chart is stopped and displayed as a big win pattern" or "the second special chart is stopped and displayed as a small win pattern", in other words, when a one-type or two-type win occurs (when the decorative patterns 41a, 41b, 41c are stopped and displayed as a repeated number), the "execution probability of SP reach performance A" is set to be the lowest, and then increases in the order of "execution probability of SP reach performance B" → "execution probability of SP reach performance C" → "execution probability of SP reach performance D".
[0158] Conversely, when "the first or second special symbol stops and is displayed as a missing symbol," in other words, when a jackpot game is not played (when the decorative symbols 41a, 41b, 41c stop and is displayed as a random pattern), the "probability of execution of SP reach performance A" is set to be the highest, and then decreases as the "probability of execution of SP reach performance B" → "probability of execution of SP reach performance C" → "probability of execution of SP reach performance D."
[0159] This suggests that the "big win expectation" is lowest when SP reach performance A is performed, and increases as SP reach performance B is performed, followed by SP reach performance C, and then SP reach performance D. As a result, the player is made to expect the SP reach performance with a higher "big win expectation" to be performed.
[0160] F. Confirmed production: F-1. Summary of confirmed effects: Here, in the pachinko machine 1 of this embodiment, in addition to the above-mentioned normal reach effect and SP reach effect, a "confirmation effect" can be executed. This "confirmation effect" is an effect that indicates (suggests) that the jackpot pattern will be stopped and displayed (the jackpot game will be played) before the jackpot pattern is stopped and displayed when it is confirmed that the jackpot pattern will be stopped and displayed (the jackpot game will be played) in the variable display of the special pattern.
[0161] In the pachinko machine 1 of this embodiment, the "first confirmation effect" and the "second confirmation effect" can be executed as the "confirmation effect" as described above. Among them, the "first confirmation effect" is an effect that displays the words "jackpot confirmed" on the display screen of the effect display device 41, as shown in FIG. 15(a).
[0162] In contrast, the "second confirmation effect" is an effect in which the launch handle 9 is vibrated (so-called vibration effect), as shown in Fig. 15(b). Although not shown, a motor is provided inside the launch handle 9, and the effect of vibrating the launch handle 9 (second confirmation effect) is executed by vibrating this motor (by the CPU 221 of the sub-control board 220).
[0163] When these "confirmation effects" (first confirmation effect, second confirmation effect) are performed, the player can be assured that the jackpot symbol will be stopped and displayed (a jackpot game will occur) (before the jackpot symbol actually stops and is displayed), thereby increasing the player's interest in the game.
[0164] F-2. Timing of execution of final performance: In the pachinko machine 1 of this embodiment, some or all of the following four types of timing can be set as the execution timing of the above-mentioned "determined performance". In detail, as shown in Fig. 16, some or all of "ball entry timing", "variation start timing", "reach start timing", and "win / lose branch timing" can be set as the execution timing of the "determined performance".
[0165] Of the four types of timing described above, the "ball entry timing" is the timing when the game ball enters the first starting hole 24, and the "variation start timing" is the timing when the variable display of the first special symbol (special symbol) starts. In addition, the "reach start timing" is the timing when the normal reach performance starts, and the "win / lose branch timing" is the timing when the "progress display" ends during the execution of the SP reach performance (the timing before the start of the "result display").
[0166] In the pachinko machine 1 of this embodiment, if some or all of the four types of timing described above are set as the timing for executing the "confirmation effect," it is possible to execute the "confirmation effect" at the set timing.
[0167] F-3. Setting the execution timing of the final effect: As described above, in the pachinko machine 1 of this embodiment, some or all of the "ball entry timing," "variation start timing," "reach start timing," and "win / lose branching timing" can be set as the execution timing for the "definite performance," and the execution timing for such a "definite performance" is set in the following manner.
[0168] In other words, in the pachinko machine 1 of this embodiment, when the effect button 10a is operated during the execution of "one type of 6R non-electric support", an "execution timing setting screen" is displayed on the effect display device 41 to allow the player to select the execution timing of the "confirmed effect".
[0169] As shown in Fig. 17, the "execution timing setting screen" displays the text "Please select the execution timing of the fixed effect" to prompt the player to select the execution timing of the "fixed effect". In addition, the following items are displayed as selectable items for the player: "Do not execute fixed effect", "variation start timing", "reach start timing", "win / lose branch timing", and "all timing".
[0170] One of these items (the hatched item in the figure) is displayed in a different manner (for example, in a different color) from the other items. This indicates to the player that the one item in question is a "selection candidate." The items that are "selection candidates" in this manner are switched each time the directional button 10c is operated. For example, each time the directional button 10c is operated, the items that are "selection candidates" are switched in the following order: "Do not execute fixed effect" → "ball entry timing" → "variation start timing" → "reach start timing" → "win / lose branch timing" → "all timing" → "do not execute fixed effect" →...
[0171] Then, when the effect button 10a is operated while a specific item is a "selection candidate", the item that is a "selection candidate" is selected and the display of the "execution timing setting screen" ends. In addition, even if the "6R non-electric support per type" ends while a specific item is a "selection candidate", the item that is a "selection candidate" is selected and the display of the "execution timing setting screen" ends.
[0172] If the option "Do not execute fixed effect" is selected, none of the timings of "ball entry timing", "start of fluctuation timing", "reach start timing", and "win / lose branch timing" are set as execution timings of the fixed effect. In other words, in this case, the fixed effect will not be executed until a new execution timing of the fixed effect is set.
[0173] On the other hand, when the item "ball entry timing" is selected, the "ball entry timing" is set as the execution timing of the "determined effect." In other words, in this case, when a variable display of a predetermined special pattern is performed, the "determined effect" is executed at the timing when the game ball enters the first starting hole 24 (when the game ball enters the first starting hole 24).
[0174] In addition, when the item "variation start timing" is selected, the "variation start timing" is set as the execution timing of the "determined performance". In other words, in this case, when the variable display of a predetermined special pattern is performed, the "determined performance" is executed at the timing when the variable display of the special pattern starts (when the variable display of the special pattern starts).
[0175] Also, when the item "reach start timing" is selected, the "reach start timing" is set as the execution timing of the "determined performance". In other words, in this case, when the variable display of a predetermined special symbol is performed, the "determined performance" is executed at the timing when the reach performance starts (when the reach performance starts).
[0176] Also, when the item "Win / Loss Branching Timing" is selected, the "Win / Loss Branching Timing" is set as the execution timing of the "Determined Performance." In other words, in this case, when a variable display of a predetermined special symbol is performed, the "Determined Performance" is executed at the timing when the "Progress Display" of the SP Reach Performance ends (when the progress display ends).
[0177] Also, when the item "All Timings" is selected, all of the "ball entry timing", "variation start timing", "reach start timing", and "win / lose branch timing" are set as execution timings for the "determined effect". In other words, in this case, the "determined effect" is executed at all of the above-mentioned timings.
[0178] 18 shows a flowchart of the "execution timing setting process." This process is for setting the execution timing of the "determined performance," and is executed by the CPU 221 of the sub-control board 220 as a timer interrupt process (for example, every 10 ms).
[0179] When the "execution timing setting process" is started, the CPU 221 of the sub-control board 220 first judges whether or not "6R non-electric support per type" is being executed (S1100). If "6R non-electric support per type" is being executed (S1100: yes), it judges whether or not the "execution timing setting screen" described above with reference to FIG. 17 is being displayed (S1102).
[0180] As a result, if the "execution timing setting screen" is not being displayed (S1102: no), it is determined whether the effect button 10a has been operated (S1104). If the effect button 10a has been operated (S1104: yes), the "execution timing setting screen" is displayed.
[0181] As described above, in the pachinko machine 1 of this embodiment, when the effect button 10a is operated during the execution of "one type of 6R non-electric support", the "execution timing setting screen" is displayed.
[0182] On the other hand, if it is determined in the determination process of S1102 that the "execution timing setting screen" is being displayed (S1102: yes), it is determined whether the directional button 10c has been operated (S1108). If the directional button 10c has been operated (S1108: yes), the item set as the "selection candidate" on the "execution timing setting screen" is switched (S1110).
[0183] While the "execution timing setting screen" is displayed, it is also determined whether the effect button 10a has been operated (S1112). If the effect button 10a has been operated (S1112: yes), an item that is set as a "selection candidate" is selected (S1114).
[0184] In this case, if the option "Do not execute the confirmed effect" is selected, none of the timings of "ball entry timing," "start of fluctuation timing," "start of reach timing," and "win / loss branch timing" are set as the timing for executing the "confirmed effect."
[0185] In contrast, if the item "ball scoring timing" is selected, the "ball scoring timing" is set as the execution timing of the "confirmed effect" (stored in RAM 223), if the item "fluctuation start timing" is selected, the "fluctuation start timing" is set as the execution timing of the "confirmed effect" (stored in RAM 223), if the item "reach start timing" is selected, the "reach start timing" is set as the execution timing of the "confirmed effect" (stored in RAM 223), if the item "win / loss branching timing" is selected, the "win / loss branching timing" is set as the execution timing of the "confirmed effect" (stored in RAM 223), and if the item "all timings" is selected, all of the "ball scoring timing," "fluctuation start timing," "reach start timing," and "win / loss branching timing" are set as the execution timing of the "confirmed effect" (stored in RAM 223).
[0186] In this way, when the timing corresponding to the selected item is set as the execution timing of the "Decision performance" (S1114), the display of the "Execution timing setting screen" is ended (deleted) (S1116). Note that, even if the "6R non-electric support per type" ends while the "Execution timing setting screen" is being displayed, the same processing as S1114 and S1116 described above is executed.
[0187] As described above, in the pachinko machine 1 of this embodiment, the timing corresponding to the item selected while the "execution timing setting screen" is displayed is set as the execution timing of the "confirmation effect."
[0188] F-4. Confirmation performance execution process: 19 shows a flowchart of the "Decision performance execution process." This process is for executing the "Decision performance," and is executed by the CPU 221 of the sub-control board 220 as a timer interrupt process (for example, every 10 ms).
[0189] When the "Decision performance execution process" is started, the CPU 221 of the sub-control board 220 first judges whether or not the "executable variation" is being executed (S1200). Here, the "executable variation" refers to the variation display of the special symbol that is permitted to execute the "Decision performance" during the execution of the variation display, among the variation displays in which the special symbol is stopped and displayed as a jackpot symbol ("jackpot variation" in this specification).
[0190] In the judgment process of S1200, it is judged whether or not "executable variation" is being executed based on the variation pattern designation command (variation pattern of special symbols) received from the main control board 200. As a result, if "executable variation" is being executed (S1200: yes), the set execution timing (execution timing of the final performance) is read from the RAM 223 (S1202). That is, the execution timing (execution timing of the final performance) set in the "execution timing setting process" described above with reference to FIG. 18 is read. Then, it is judged whether or not the current timing is the set execution timing (execution timing of the final performance) (S1204).
[0191] In detail, if any of the timings of "ball entry timing," "start of fluctuation timing," "reach start timing," and "win / loss branch timing" are not set as the execution timing of the "definite effect," there is no judgment as to whether or not it is the set execution timing (execution timing of the definite effect).
[0192] On the other hand, when the "ball entry timing" is set as the execution timing of the "determined effect", it is determined whether or not it is the timing when the game ball enters the first starting hole 24. Also, when the "variation start timing" is set as the execution timing of the "determined effect", it is determined whether or not it is the timing when the "executable variation" starts.
[0193] In addition, when the "reach start timing" is set as the execution timing of the "determined performance", it is determined whether or not it is the timing to start the reach performance. In addition, when the "win / lose branch timing" is set as the execution timing of the "determined performance", it is determined whether or not it is the timing to end the "progress display" of the SP reach performance.
[0194] In addition, if all of the "ball entry timing," "fluctuation start timing," "reach start timing," and "win / loss branch timing" are set as the execution timing for the "determined performance," it is determined whether it is any of these timings.
[0195] As a result of the judgment process of S1204, if it is judged that the current timing is the set execution timing (timing for executing the confirmation effect) (S1204: yes), the content of the "confirmation effect" to be executed this time is selected (S1206) prior to execution of the "confirmation effect". That is, in the pachinko machine 1 of this embodiment, as described above with reference to FIG. 15, since the "first confirmation effect" and the "second confirmation effect" can be executed as the "confirmation effect", the "confirmation effect" to be executed this time is selected from these "confirmation effects". Then, the selected "confirmation effect" is executed (S1208).
[0196] F-5. Select the content of the final performance: As described above, in the pachinko machine 1 of this embodiment, a "first confirmation performance" and a "second confirmation performance" can be executed as a "confirmation performance", and it is possible to select which "confirmation performance" to execute in various ways.
[0197] For example, when the effect button 10a is operated during the execution of "one type of 6R electric support (second specific game)", a "confirmed effect selection screen" may be displayed on the effect display device 41 to allow the player to select the content of the "confirmed effect" (first confirmed effect or second confirmed effect).
[0198] That is, as described above with reference to Fig. 17, the "execution timing setting screen" is displayed during the execution of "6R non-electric support per type (first specific game)", which means that the execution timing of the "determined effect" can be set (selected) during the execution of "6R non-electric support per type (first specific game)". In contrast, the "determined effect selection screen" is displayed during the execution of "6R electric support per type (second specific game)", which means that the content of the "determined effect" (type, first determined effect, second determined effect) can be set (selected) during the execution of "6R electric support per type (second specific game)".
[0199] For this reason, players who are expecting the execution timing of the "fixed performance" to be newly set (changed) can be made to expect that "one type of 6R non-electric support (first specific game)" will be played, and players who are expecting the content of the "fixed performance" (type, first fixed performance, second fixed performance) to be newly set (changed) can be made to expect that "one type of 6R electric support (second specific game)" will be played, making it possible to increase interest in the game.
[0200] As shown in Fig. 20, the "Definite Effects Selection Screen" displays the text "Please select the content of the definite effects" to prompt the player to select the content of the "definite effects" (first definite effects, second definite effects). In addition, the items "first definite effects" and "second definite effects" are displayed as items that the player can select.
[0201] One of these items (the hatched item in the figure) is displayed in a different manner (for example, in a different color) from the other item. This indicates to the player that the one item is a "selection candidate." The items that are "selection candidates" in this manner are switched each time the directional button 10c is operated. For example, each time the directional button 10c is operated, the items that are "selection candidates" are switched in the following order: item "First confirmation performance" → item "Second confirmation performance" → item "First confirmation performance" →...
[0202] Then, when the effect button 10a is operated while a specific item is a "selection candidate", the item that is a "selection candidate" is selected and the display of the "Definition effect selection screen" is terminated. In addition, even if the "6R electric support one type (second specific game)" ends while a specific item is a "selection candidate", the item that is a "selection candidate" is selected and the display of the "Definition effect selection screen" is terminated.
[0203] As a result, if the item "first confirmed performance" is selected, "first confirmed performance" is set as the content of the "confirmed performance" (stored in RAM 223). In this case, "first confirmed performance" is executed as the "confirmed performance". In contrast, if the item "second confirmed performance" is selected, "second confirmed performance" is set as the content of the "confirmed performance" (stored in RAM 223). In this case, "second confirmed performance" is executed as the "confirmed performance".
[0204] As described above, in the pachinko machine 1 of this embodiment, a predetermined number (1 or 4) of timings can be set as the execution timing of the "determined performance" from among multiple types of timings, and as a result, the execution timing of the "determined performance" may be changed. This allows for an element of surprise to the player, making it possible to increase the interest in the game.
[0205] Moreover, the "determined effect" is an effect that suggests that it has been determined that the special symbol will stop and be displayed as a jackpot symbol, and is therefore an effect that attracts a great deal of attention from the player. And, such a "determined effect" that attracts a great deal of attention from the player is naturally executed at a fixed timing. In this way, the "determined effect" attracts a great deal of attention from the player, and is an effect that is executed at a fixed timing. However, in the pachinko machine 1 of this embodiment, the execution timing of this "determined effect" can be changed, which can provide a sense of surprise to the player and increase the interest in the game.
[0206] In the pachinko machine 1 of this embodiment, in a period in which "ball entry timing" is set as the execution timing of the "determined performance" (also referred to as "first period" in this specification), the "determined performance" is executed at "the timing when the game ball enters the first starting hole 24". In a period in which "variation start timing" is set as the execution timing of the "determined performance" (also referred to as "second period" in this specification), the "determined performance" is executed at "the timing when the variable display of the first special chart starts". In a period in which "reach start timing" is set as the execution timing of the "determined performance" (also referred to as "third period" in this specification), the "determined performance" is executed at "the timing when the reach performance starts". In a period in which "win / lose branch timing" is set as the execution timing of the "determined performance" (also referred to as "fourth period" in this specification), the "determined performance" is executed at "the timing when the progress display in the SP reach performance ends (the timing immediately before the result display)".
[0207] Here, the "ball entry timing", "variation start timing", "reach start timing", and "win / lose branch timing" are all timings that are easy for players to recognize. In this regard, in the pachinko machine 1 of this embodiment, among such timings that are easy for players to recognize, the "determined performance" is executed at the "ball entry timing" in the "first period", the "determined performance" is executed at the "variation start timing" in the "second period", the "determined performance" is executed at the "reach start timing" in the "third period", and the "determined performance" is executed at the "win / lose branch timing" in the "fourth period". Therefore, it is possible to make it easier for players to recognize that the execution timings of the "determined performance" are different from each other in the "first period", "second period", "third period", and "fourth period", and it is possible to increase the interest in the game.
[0208] In addition, in the pachinko machine 1 of this embodiment, there are cases where one timing is set as the execution timing of the "specific effect" and cases where four timings (all of the above-mentioned timings) are set.
[0209] Therefore, in a period (also referred to herein as a "first period") in which "one timing" is set as the execution timing of the "definite effect," the "definite effect" is executed at "one timing," and in a period (also referred to herein as a "second period") in which "four timings" are set as the execution timing of the "specific effect," the "definite effect" is executed at "four timings." This allows the execution frequency of the "definite effect" to differ between the "first period" and the "second period," making it possible to increase interest in the game.
[0210] In addition, in the pachinko machine 1 of this embodiment, when the player operates the performance button 10a and the direction button 10c while the execution timing setting screen is displayed, the execution timing of the "determined performance" is set. Therefore, the player can set the desired timing as the execution timing of the "determined performance", which makes it possible to increase the interest in the game.
[0211] In addition, in the pachinko machine 1 of this embodiment, it is possible to set a new execution timing of the "fixed effect" during the big win game (per one type of 6R non-electric support). Therefore, it is possible to increase the value of the big win game (per one type of 6R non-electric support) for players who expect the execution timing of the "fixed effect" to be newly set, and to increase the interest in the game.
[0212] In addition, for players who are expecting a change (new setting) in the execution timing of the "determined performance," it is possible to realize a novel gameplay that makes them look forward to a jackpot game (one type of 6R non-electric support), thereby making it possible to increase interest in the game.
[0213] Furthermore, in the pachinko machine 1 of this embodiment, while the "6R electric support type (first specific game)" is being executed (when the electric support state is set), the execution timing of the "confirmed performance" cannot be newly set, but while the "6R non-electric support type (second specific game)" is being executed (when the non-electric support state is set), the execution timing of the "confirmed performance" can be newly set.
[0214] Here, when "6R electric support one type hit (first specific game)" is performed, the electric support state is set, and when "6R non-electric support one type hit (second specific game)" is performed, the non-electric support state is set, so "6R non-electric support one type hit (second specific game)" is a more disadvantageous jackpot game for the player than "6R electric support one type hit (first specific game)". Therefore, even if a jackpot game is started, if the jackpot game is "6R non-electric support one type hit (second specific game)" (disadvantageous jackpot game), there is a risk that the player will be disappointed. In this regard, in the pachinko machine 1 of this embodiment, since it is possible to set a new execution timing of the "determined performance" during such an unfavorable jackpot game, it is possible to suppress disappointment of the player.
[0215] Incidentally, the "confirmed effect" can also be regarded as a "specific effect", the CPU 221 of the sub-control board 220 that sets the execution timing of the "specific effect" can also be regarded as a "timing setting means", and the CPU 221 of the sub-control board 220 that executes the "specific effect" can also be regarded as a "specific effect execution means". Also, "operation of the effect button 10a and the directional button 10c with the execution timing setting screen displayed" can also be regarded as a "specific operation".
[0216] G. Variations: Next, a modified example will be described. G-1. Variation 1: In the above embodiment, the execution timing of the "determined effect" is set (changed) based on the operation by the player (operation of the effect button 10a and the directional button 10c while the execution timing setting screen is displayed). However, the execution timing of the "determined effect" can be set (changed) in various ways.
[0217] For example, as shown in FIG. 21(a), when "one type of 6R electric support (first specific game)" ends (if the first specific game is played) (if the electric support state is set), the execution timing of the "confirmed performance" is not newly set (changed); however, when "one type of 6R non-electric support (second specific game)" ends (if the second specific game is played) (if the non-electric support state is set), the execution timing of the "confirmed performance" may be newly set (changed).
[0218] In this case, one or more timings may be selected from the above-mentioned "ball entry timing," "fluctuation start timing," "reach start timing," and "win / loss branch timing" by a predetermined lottery and set as the execution timing for the "confirmed performance."
[0219] Here, as described above, "6R non-electric support one type (second specific game)" is a more disadvantageous jackpot game for the player than "6R electric support one type (first specific game)". Therefore, even if a jackpot game is started, if the jackpot game is "6R non-electric support one type (second specific game)" (disadvantageous jackpot game), the player may be disappointed. In this regard, with the above-mentioned configuration, when such an unfavorable jackpot game is played, the execution timing of the "determined performance" is newly set (changed), so that it is possible to prevent the player from being disappointed.
[0220] Also, as shown in FIG. 21(b), when the "6R electric support type (first specific game)" ends (if the first specific game is played) (if the electric support state is set), one or more timings (first timings) from the "ball entry timing" and the "variation start timing" may be set (for example, by a predetermined lottery) as the execution timing of the "confirmed performance".
[0221] Then, when the "6R non-electric support type (second specific game)" ends (if the second specific game is played) (if the non-electric support state is set), one or more timings (second timings) from among the "reach start timing" and the "win / lose branch timing" may be set (for example, by a predetermined lottery) as the execution timing of the "confirmed performance".
[0222] In this way, the type of timing that can be set as the execution timing of the "determining effect" can be made different depending on the type of big win game. Therefore, it is possible to realize a novel gameplay that makes a player who pays attention to the execution timing of the "determining effect" pay attention to the type of big win game, and it is possible to increase the interest in the game.
[0223] Furthermore, as shown in FIG. 21(c), when the "6R electric support type (first specific game)" ends (if the first specific game is played) (if the electric support state is set), the timing of a first number (e.g., one) from among the above-mentioned "ball entry timing," "fluctuation start timing," "reach start timing," and "win / lose branching timing" may be set (e.g., by a predetermined lottery) as the execution timing of the "confirmed performance."
[0224] Then, when the "6R non-electric support type (second specific game)" ends (if the second specific game is played) (if the non-electric support state is set), a second number (e.g., three) of the above-mentioned "ball entry timing," "fluctuation start timing," "reach start timing," and "win / lose branch timing" may be set (e.g., by a predetermined lottery) as the execution timing for the "confirmed performance."
[0225] In this way, the number of timings that can be set as the execution timing of the "determining effect" (and therefore the execution frequency of the determining effect) can be made different depending on the type of jackpot game. This allows a novel gameplay feature to be realized in which a player who is paying attention to the execution timing of the "determining effect" (and therefore the execution frequency of the determining effect) is made to pay attention to the type of jackpot game, making it possible to increase interest in the game.
[0226] G-2. Variation 2: Also, each time the variable display of the special symbol is performed a specific number of times (for example, 100 times) after the non-electric support state is set, the execution timing of the "determined performance" may be newly set (changed). In this case, one or more timings may be selected by a predetermined lottery from the above-mentioned "ball entry timing", "variation start timing", "reach start timing", and "win / lose branch timing" and set as the execution timing of the "determined performance".
[0227] In this way, each time the non-electric support state is set and the variable display of the special symbol is performed a specific number of times (for example, 100 times), the player can pay attention to what timing is set as the execution timing of the "confirmed performance," thereby making it possible to increase interest in the game.
[0228] In addition, for players who expect the execution timing of the "determined performance" to be changed (reset), a novel gameplay feature can be realized in which players can expect the changing display of the special pattern to reach a specific number of times (for example, 100 times) after the non-electric support state is set, thereby making it possible to increase interest in the game.
[0229] Also, when the number of times the variable display of the special symbol is executed after the non-electric support state is set reaches a first number (e.g., 100 times), the timing of a first number (e.g., 1) from among the above-mentioned "ball entry timing," "variation start timing," "reach start timing," and "win / lose branch timing" may be set (e.g., by a predetermined lottery) as the execution timing of the "determined performance." Then, when the number of times the variable display of the special symbol is executed after the non-electric support state is set reaches a second number (e.g., 300 times, which is more than the first number), the timing of a second number (e.g., 3, which is more than the first number) from among the above-mentioned "ball entry timing," "variation start timing," "reach start timing," and "win / lose branch timing" may be set (e.g., by a predetermined lottery) as the execution timing of the "determined performance."
[0230] In this way, when the variable display of the special symbol after the non-electric support state is set reaches the first number of times (e.g., 100 times) or the second number of times (e.g., 200 times), the player can be drawn to what timing is set as the execution timing of the "confirmed performance", thereby making it possible to increase interest in the game.
[0231] In addition, for players who expect the execution timing of the "determined performance" to be changed (reset), a novel gameplay can be realized in which the player is made to expect the variable display of the special pattern to reach a first number (e.g., 100 times) and a second number (e.g., 200 times) after the non-electric support state is set, thereby making it possible to increase interest in the game.
[0232] In addition, when the variable display of the special symbol after the non-electric support state is set reaches the first number (for example, 100 times) and when it reaches the second number (for example, 200 times), different numbers (first number, second number) of timings are set as the execution timing of the "determined performance". This makes it possible to give the player an element of surprise and increase the interest in the game.
[0233] G-3. Variation 3: In the above-mentioned embodiment, the contents of the "determined effect" (type, first determined effect, second determined effect) are set (changed) based on the operation by the player (operation of the effect button 10a and the directional button 10c while the determined effect selection screen is displayed). Not limited to this, the contents of the "determined effect" (type, first determined effect, second determined effect) can be set (changed) in various ways.
[0234] For example, as shown in FIG. 22(a), when "one type of 6R electric support (first specific game)" ends (if the first specific game is played) (if the electric support state is set), the contents of the "determined performance" (type, first determined performance, second determined performance) are not newly set (changed); however, when "one type of 6R non-electric support (second specific game)" ends (if the second specific game is played) (if the non-electric support state is set), the contents of the "determined performance" (type, first determined performance, second determined performance) may be newly set (changed).
[0235] In this case, either one of the above-mentioned "first fixed effect" and "second fixed effect" may be selected by a predetermined lottery.
[0236] Here, as described above, "6R non-electric support one type (second specific game)" is a more disadvantageous jackpot game for the player than "6R electric support one type (first specific game)". Therefore, even if a jackpot game is started, if the jackpot game is "6R non-electric support one type (second specific game)" (unfavorable jackpot game), the player may be disappointed. In this regard, with the above-mentioned configuration, when such an unfavorable jackpot game is played, the content of the "determined performance" (type, first determined performance, second determined performance) is newly set, so that it is possible to prevent the player from being disappointed.
[0237] Also, as shown in FIG. 22(b), when the "6R electric support type (first specific game)" ends (when the first specific game is played) (when the electric support state is set), the "first confirmed performance" may be set as the content (type) of the "confirmed performance."
[0238] Then, when the "6R non-electric support type (second specific game)" ends (if the second specific game is played) (if the non-electric support state is set), the "second confirmed performance" may be set as the content (type) of the "confirmed performance."
[0239] In this way, the content of the "determined effect" (type, first determined effect, second determined effect) can be set differently depending on the type of jackpot game. Therefore, it is possible to realize a novel gameplay that makes a player who pays attention to the content of the "determined effect" (type, first determined effect, second determined effect) pay attention to the type of jackpot game, and it is possible to increase the interest in the game.
[0240] G-4. Variation 4: Also, each time the variable display of the special symbol is performed a specific number of times (for example, 100 times) after the non-electric support state is set, the content of the "determined performance" (type, first determined performance, second determined performance) may be newly set (changed). In this case, either the "first determined performance" or the "second determined performance" described above may be selected by a predetermined lottery.
[0241] In this way, each time the non-electric support state is set and the variable display of the special symbol is performed a specific number of times (for example, 100 times), the player can be directed to see whether the "first confirmed performance" or the "second confirmed performance" will be set, thereby making it possible to increase interest in the game.
[0242] In addition, for players who expect the content of the "definite effect" (type, first confirmed effect, second confirmed effect) to be changed (newly set), a novel gameplay can be realized in which the player is made to expect that the variable display of the special pattern will reach a specific number of times (for example, 100 times) after the non-electric support state is set, thereby making it possible to increase interest in the game.
[0243] Also, when the number of times the variable display of the special symbol is executed after the non-electric support state is set reaches a first number (for example, 100 times), the content (type) of the "fixed performance" may be set to "first fixed performance". And, when the number of times the variable display of the special symbol is executed after the non-electric support state is set reaches a second number (for example, 300 times, which is more than the first number), the content (type) of the "fixed performance" may be set to "second fixed performance".
[0244] In this way, a novel gameplay can be realized in which a player who expects the content of the "definite effect" (type, first confirmed effect, second confirmed effect) to be changed (newly set) can expect the changing display of the special pattern to reach a first number (e.g., 100 times) and a second number (e.g., 200 times) after the non-electric support state is set, thereby making it possible to increase interest in the game.
[0245] In addition, when the variable display of the special symbol after the non-electric support state is set reaches the first number (for example, 100 times) and when it reaches the second number (for example, 200 times), different contents (type, first number, second number) are set as the "determined performance". This makes it possible to give the player an element of surprise and increase the interest in the game.
[0246] The above describes the embodiments of the present invention, but the present invention is not limited thereto. As long as the scope of the claims is not deviated from, the scope is not limited to the wording of the claims, and includes the scope that can be easily substituted by a person skilled in the art, and improvements based on the knowledge that a person skilled in the art would normally have can be added as appropriate.
[0247] For example, in the above-described embodiment, the "first confirmed performance" may be a performance indicating (suggesting) that it has been confirmed that a big win pattern will be stopped and displayed, and the "first confirmed performance" may be a performance indicating (suggesting) that it has been confirmed that a small win pattern will be stopped and displayed.
[0248] Furthermore, the number of timings to be set as execution timings for the "determined effect" may be selected (for example, from 0, 1, 2, 3, or 4) based on an operation by the player.
[0249] In the above-mentioned embodiment and modified example, the present invention is applied to a pachinko machine 1 that pays out game balls supplied from an island facility in a game hall to give the player a profit (game value) as a result of the game. The present invention can be applied to a type of game machine that gives a game profit in a form other than "paying out game balls". For example, the present invention can be applied to a type of pachinko machine that gives a game profit (game value) to a player by storing data indicating the amount of profit (magnitude of game value) corresponding to the entrance of game balls into various ball entrances, and in this case, the same effect as the above-mentioned embodiment can be obtained. An example of a pachinko machine that converts gaming profits (gaming value) into digital data and awards them to players is a gaming machine that uses multiple gaming balls built into the machine by circulating them, specifically, a pachinko machine that is configured to return gaming balls that have been discharged onto the back of the gaming board through various ball inlets or outlets to the launch position and then launch them (a so-called sealed gaming machine).
[0250] H. Pachinko Machine 1A: Next, a pachinko machine 1A will be described. The pachinko machine 1A has a different configuration from the above-mentioned pachinko machine 1. In the following description of the pachinko machine 1A, the description of the same configuration as the pachinko machine 1 will be omitted as appropriate.
[0251] H-1. Face Production: In the pachinko machine 1A, a "face effect" can be executed. Fig. 23 shows the "face effect" being performed. In this "face effect", first, as shown in Fig. 23(a), an "area image" is displayed in the lower left corner of the display screen of the effect display device 41. This "area image" is an image suggesting the area in which the "face image" described below is to be displayed, and for example, as shown in the figure, a hexagonal image is displayed.
[0252] In the "face effect", after such an "area image" is displayed, a "face image" is subsequently displayed (for example, 2 seconds after the area image is displayed). As shown in FIG. 23(b), the "face image" is displayed superimposed on the "area image". As the "face image", for example, a circular image showing a smiling face is displayed as shown in the figure.
[0253] As described above, in the pachinko machine 1A, a "face effect" is performed, in which the "area image" is displayed first (superimposed on the area image). Therefore, the "area image" can be considered as an image suggesting that a "face image" will be displayed. Also, the effect of displaying the "area image" can be considered as an effect suggesting that an effect of displaying the "face image" will be performed.
[0254] In addition, the "face performance" can be performed in the non-electric support state, but is not performed in the electric support state. In other words, the "face performance" may be performed during the execution of the variable display of the first special chart, but the "face performance" is not performed during the execution of the variable display of the second special chart.
[0255] Also, the "face effect" may be started (the area image is displayed) at the timing when the variable display of the decorative symbols 41a, 41b, 41c (special symbols) starts, and may be ended at the timing when the variable display of the decorative symbols 41a, 41b, 41c (special symbols) ends. In this case, the "face image" may be displayed at the timing when any of the decorative symbols 41a, 41b, 41c is stopped and displayed (or when the reach effect starts). Even if the "area image" is displayed, the display of the "area image" may end without displaying the "face image" (for example, if the reach effect does not start).
[0256] H-2. Production mode: In the pachinko machine 1A, a plurality of types of "presentation modes" are stored as "presentation modes" related to the execution manner of the above-mentioned "face presentation." For example, these "presentation modes" are stored in the ROM 222 of the sub-control board 220. The CPU 201 of the sub-control board 220 can set one "presentation mode" from the plurality of types of "presentation modes" thus stored. Then, the CPU 221 of the sub-control board 220 executes the above-mentioned "face presentation" in a manner corresponding to the one "presentation mode" thus set.
[0257] 24 shows the types of "effect modes" related to the execution of "face effects." As shown in the figure, the pachinko machine 1A stores five "effect modes" related to the execution of "face effects," namely, "effect mode 1," "effect mode 2," "effect mode 3," "effect mode 4," and "effect mode 5."
[0258] Among these, "presentation mode 1" is a mode in which "face presentation" is not executed (does not appear). In other words, when "presentation mode 1" is set, the CPU 221 of the sub-control board 220 does not execute "face presentation" even if any variation pattern is selected as the variation pattern of the first special chart.
[0259] On the other hand, in "presentation mode 2", if the "face presentation" is executed during the variable display of the decorative patterns 41a, 41b, and 41c (first special pattern), there is a 20% probability that the repeats (jackpot patterns) will be displayed in the variable display, resulting in a jackpot game. In other words, this is a mode in which the "jackpot expectation rate" when the "face presentation" is executed is 20% (the face presentation is set to a jackpot expectation rate of 20%).
[0260] This "presentation mode 2" is realized by appropriately setting the probability of execution of the "face presentation" when the first special chart stops and displays a winning pattern, and the probability of execution of the "face presentation" when the first special chart stops and displays a losing pattern, so that the "expected probability of winning" is 20%.
[0261] When "presentation mode 2" is set, if a "face presentation" is performed during the varying display of decorative patterns 41a, 41b, 41c (first special pattern), there is a 20% probability that a double number (jackpot pattern) will be displayed in the varying display, resulting in a jackpot game. Therefore, when a "face presentation" is performed, the player is made to hope that a double number (jackpot pattern) will be displayed.
[0262] "Performance mode 3" is a mode in which, when "face performance" is executed during the variable display of the decorative patterns 41a, 41b, 41c (first special pattern), and when a double number (a jackpot pattern) is stopped and a jackpot game is played, the jackpot game is determined to be a "profitable hit." In other words, if a double number (a jackpot pattern) is stopped and displayed in the variable display in which the "face performance" is performed, the "profitable hit" is determined to be played.
[0263] Here, in the pachinko machine 1A, as in the pachinko machine 1, when the first special chart is stopped and displayed with a jackpot pattern, either a "6R electric support type hit" or a "6R non-electric support type hit" jackpot game is played (see FIG. 5(a)). In these jackpot games, a "6R electric support type hit" is a more advantageous jackpot game for the player than a "6R non-electric support type hit". Therefore, in this specification, a "6R electric support type hit" is also referred to as a "favorable hit", and a "6R non-electric support type hit" is also referred to as an "unfavorable hit".
[0264] Therefore, in "presentation mode 3", when a "face presentation" is executed during the varying display of decorative patterns 41a, 41b, 41c (first special pattern), and a repeating number (jackpot pattern) is displayed in the varying display and a jackpot game is played, it is determined that the jackpot game is an "advantageous hit" and not an "unfavorable hit", that is, a "6R electric support type hit" and not a "6R non-electric support type hit".
[0265] In other words, "presentation mode 3" is a mode in which if a repeating number (a jackpot pattern) is displayed in a stopped state during the variable display in which the "face presentation" has been performed, it is determined that a "favorable hit" will occur, rather than an "unfavorable hit."
[0266] This "presentation mode 3" is realized by setting the "face presentation" to be executed in some (or all) of the cases (variable display) when the first special chart is stopped with a jackpot pattern (jackpot pattern 101-200) that triggers the start of an "advantageous hit" and in some of the cases when the first special chart is stopped with a miss pattern, and by setting the "face presentation" not to be executed when the first special chart is stopped with a jackpot pattern (jackpot pattern 201-300) that triggers the start of an "unfavorable hit" (variable display).
[0267] For example, the CPU 221 of the sub-control board 220 executes a "face effect" when a part of the variation patterns in which the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 101-200) that triggers the start of a "favorable hit" is selected, and when a part of the variation patterns in which the first special chart is stopped and displayed with a miss pattern is selected, but does not execute a "face effect" when any other variation pattern is selected.
[0268] When "presentation mode 3" is set, if "face presentation" is performed during the variable display of the decorative symbols 41a, 41b, 41c (first special symbol), and if a double number (a jackpot symbol) is displayed in the variable display, a "favourable hit" will be achieved instead of an "unfavourable hit". Therefore, when "face presentation" is performed, the player will have a strong expectation that a double number (a jackpot symbol) will be displayed.
[0269] Furthermore, when "presentation mode 3" is set, even if the "face presentation" is performed during the varying display of the decorative patterns 41a, 41b, 41c (first special pattern), the display may not stop displaying a repeat number (a big win pattern) (a random number (a losing pattern) may stop displaying), and in this case, naturally, a big win game (and thus a favorable win) will not be played.
[0270] "Presentation mode 4" is a mode in which, when a "face presentation" is executed during the varying display of decorative patterns 41a, 41b, 41c (first special pattern), a repeat number (jackpot pattern 101 to 300) is displayed in the varying display, confirming that a jackpot game will be played.
[0271] This "presentation mode 4" is realized by setting the "face presentation" to be executed in some (or all) of the cases (changing display) when the first special chart is stopped with a jackpot pattern (jackpot pattern 101 to 300), and by setting the "face presentation" not to be executed when the first special chart is stopped with a losing pattern (changing display).
[0272] For example, when some of the variation patterns in which the first special chart is displayed stopped with a jackpot pattern (jackpot pattern 101 to 300) are selected, the CPU 221 of the sub-control board 220 executes a "face presentation," but when other variation patterns are selected, the CPU 221 does not execute a "face presentation."
[0273] When "presentation mode 4" is set, if "face presentation" is performed during the variable display of the decorative patterns 41a, 41b, 41c (first special pattern), a jackpot game will be played. Therefore, when "face presentation" is performed, the player will be made aware that a jackpot game will be played, which will greatly increase the interest in the game.
[0274] "Presentation mode 5" is a mode in which, when a "face presentation" is executed during the varying display of decorative patterns 41a, 41b, 41c (first special pattern), a repeat number (jackpot pattern 101 to 200) is displayed in the varying display, and it is determined that a "favorable hit" (a jackpot game that is more favorable to the player) will occur.
[0275] Such a "presentation mode 5" is realized by setting the "face presentation" to be executed in some (or all) of the cases (variable display) when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 101-200) that triggers the start of an "advantageous hit", and by setting the "face presentation" not to be executed when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 201-300) that triggers the start of an "unfavorable hit" (variable display) and when the first special chart is stopped and displayed with a losing pattern (variable display).
[0276] For example, when one of the variation patterns in which the first special chart is displayed stopped with a jackpot pattern (jackpot pattern 101 to 200) that triggers the start of a "favorable hit" is selected, the CPU 221 of the sub-control board 220 executes a "face presentation," but when any other variation pattern is selected, the CPU 221 does not execute a "face presentation."
[0277] When "presentation mode 5" is set, if "face presentation" is performed during the variable display of the decorative patterns 41a, 41b, 41c (first special pattern), an "advantageous hit" will be performed. Therefore, when the "face presentation" is performed, the player will be made aware that an "advantageous hit" that is more advantageous to the player will be performed even in a big hit game, which will greatly increase the interest in the game.
[0278] H-3. Setting the performance mode: In the pachinko machine 1A, one of the five "presentation modes" described above is selected and set. In detail, in the pachinko machine 1A, when the presentation button 10a is operated in the "non-play state", the "presentation mode selection screen" for allowing the player to select the "presentation mode" is displayed on the presentation display device 41.
[0279] Here, a "non-play state" refers to a state in which no play is being performed (or a state in which there is a high possibility of this being the case), such as a state in which no special pattern change display, no small win play, or no big win play is being performed, and no special pattern reserves (first special pattern reserve and second special pattern reserve) are stored.
[0280] As shown in Fig. 25, the "presentation mode selection screen" displays the text "Please select a presentation mode" to prompt the player to select a "presentation mode." Additionally, the following items are displayed as selectable items for the player: "presentation mode 1," "presentation mode 2," "presentation mode 3," "presentation mode 4," and "presentation mode 5."
[0281] One of these items (the hatched item in the figure) is displayed in a different manner (for example, in a different color) from the other items. This indicates to the player that the one item in question is a "selection candidate." The items that are "selection candidates" in this manner are switched each time the directional button 10c is operated. For example, each time the directional button 10c is operated, the items that are "selection candidates" are switched in the following order: "presentation mode 1" → "presentation mode 2" → "presentation mode 3" → "presentation mode 4" → "presentation mode 5" → "presentation mode 1" → ...
[0282] When the performance button 10a is operated while a specific item is a "selection candidate," the "selection candidate" item is selected and the display of the "performance mode selection screen" is terminated. The "performance mode" corresponding to the item that was a "selection candidate" at that time is set. In the figure, the item "performance mode 4" is a "selection candidate," and when the performance button 10a is operated in this state, "performance mode 4" is selected and set.
[0283] In this way, when any one of the "presentation modes" is selected on the "presentation mode selection screen" and that "presentation mode" is set, the "face presentation" will be executed in a manner corresponding to that "presentation mode."
[0284] Incidentally, the "presentation mode selection screen" is displayed when the presentation button 10a is operated in the "non-play state", but this is not limited to this. For example, the "presentation mode selection screen" may be displayed at the timing when the "non-play state" is entered. Also, the "presentation mode selection screen" may be displayed based on the setting of the "non-electric support state" (at the timing when the non-electric support state is set). Also, the "presentation mode selection screen" may be displayed based on the execution of a "face presentation" (at the timing when the variable display of the special pattern in which the face presentation is performed ends).
[0285] In addition, the display conditions or frequency of the "presentation mode selection screen" may correspond to the type of the "presentation mode" that is set. For example, when a "presentation mode" other than "presentation mode 3" is set, the "presentation mode selection screen" may be displayed based on the "non-play state", and when "presentation mode 3" is set, the "presentation mode selection screen" may be displayed based on the "non-electric support state" being set. In addition, when a "presentation mode" other than "presentation mode 3" is set, the "presentation mode selection screen" may be displayed each time the "non-play state" is reached, and when "presentation mode 3" is set, the "presentation mode selection screen" may be displayed when the "non-play state" is reached twice.
[0286] As described above, in the pachinko machine 1A, when "presentation mode 1" is set, "face presentation" is not executed. On the other hand, when "presentation mode 3" is set, if the decorative patterns 41a, 41b, and 41c (first special pattern) are stopped and displayed as a double number (jackpot pattern), it is determined that a "profitable win" (a jackpot game more favorable to the player) will be performed. Therefore, when "presentation mode 3" is set, the player can be more likely to expect that the decorative patterns 41a, 41b, and 41c (first special pattern) will be stopped and displayed as a double number (jackpot pattern) when "face presentation" is performed than when "face presentation" is not performed, which realizes a novel gameplay.
[0287] In addition, in the pachinko machine 1A, when the "presentation mode 2" is set, even if the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (a big win symbol) when the "face presentation" is performed, an "unfavorable win" (a winning game more unfavorable to the player) may be performed. In contrast, when the "presentation mode 3" is set, if the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (a big win symbol) when the "face presentation" is performed, it is determined that an "advantageous win" (a winning game more favorable to the player) will be performed. For this reason, it is possible to realize a novel gameplay in which the player can be made to strongly expect that the decorative symbols 41a, 41b, and 41c (first special symbols) will be stopped and displayed as a double number (a big win symbol) when the "face presentation" is performed when the "presentation mode 3" is set, compared to when the "face presentation" is performed when the "presentation mode 2" is set.
[0288] In addition, in the pachinko machine 1A, when "presentation mode 3" is set, if the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (jackpot symbol) when the "face presentation" is performed, it is determined that a "profitable win" (a winning game advantageous to the player) will be performed. On the other hand, when "presentation mode 4" is set, if the "face presentation" is performed, it is determined that the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (jackpot symbol) and a jackpot game will be performed. For this reason, when "presentation mode 3" is set and "face presentation" is performed, the player is made to strongly expect that the decorative patterns 41a, 41b, 41c (first special chart) will stop and appear as a repeating number (jackpot pattern), and when "presentation mode 4" is set and "face presentation" is performed, the player is made to recognize that the decorative patterns 41a, 41b, 41c (first special chart) will stop and appear as a repeating number (jackpot pattern) and a jackpot game will be played, thereby achieving innovative gameplay.
[0289] In addition, in the pachinko machine 1A, when "presentation mode 3" is set, if the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (a jackpot symbol) when the "face presentation" is performed, it is determined that an "advantageous hit" (a winning game advantageous to the player) will be performed. On the other hand, when "presentation mode 5" is set, if the "face presentation" is performed, the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (a jackpot symbol), it is determined that an "advantageous hit" will be performed. As a result, when "presentation mode 3" is set and a "face presentation" is performed, the player is made to strongly expect that the decorative patterns 41a, 41b, 41c (first special chart) will stop and appear as a repeating number (jackpot pattern), and when "presentation mode 5" is set and a "face presentation" is performed, the player is made to recognize that the decorative patterns 41a, 41b, 41c (first special chart) will stop and appear as a repeating number (jackpot pattern), resulting in an innovative gameplay.
[0290] In addition, the "face effect" can be regarded as a "specific effect." Also, the "effect mode 3" can be regarded as a "first mode," and the other "effect modes" can be regarded as "second modes." Also, an "unfavorable hit" can be regarded as a "first hit game," and an "advantageous hit" can be regarded as a "second hit game."
[0291] In addition, the "face effect" executed when "effect mode 2" is set can be regarded as a "face effect suggesting the likelihood of a jackpot". In addition, the "face effect" executed when "effect mode 3" is set can be regarded as a "face effect" that suggests that a "lucky hit" has been confirmed if a repeat number (a jackpot pattern) is displayed (a face effect that confirms a lucky hit if a jackpot occurs).
[0292] In addition, the "face effect" executed when "effect mode 4" is set can be regarded as a "face effect" (face effect that confirms a jackpot) that suggests that it has been confirmed that the double numbers (jackpot symbols 101 to 300) will be stopped and displayed. In addition, the "face effect" executed when "effect mode 5" is set can be regarded as a "face effect" (face effect that confirms a favorable hit) that suggests that it has been confirmed that the double numbers (jackpot symbols 101 to 200) will be stopped and displayed and that a "favorable hit" will be made.
[0293] H-4. Variation 1 of Pachinko Machine 1A: Next, a first modified example of the pachinko machine 1A will be described. In the first modified example of the pachinko machine 1A, like the pachinko machine 1A, one of a plurality of types of "presentation modes" can be selected and set, but the contents of each "presentation mode" are different from those of the pachinko machine 1A.
[0294] Fig. 26 shows the types of "presentation modes" in the modified example 1 of the pachinko machine 1A. As shown in the figure, in the modified example 1 of the pachinko machine 1A, the "execution timing of the face presentation that confirms a jackpot" is different between the multiple types of "presentation modes." Here, the "face presentation that confirms a jackpot" is a "face presentation" that suggests that it has been confirmed that a repeat number (jackpot pattern 101 to 300) will be stopped and displayed.
[0295] For example, "presentation mode 1" is a mode in which the "execution timing of the face effect that determines a jackpot" is not executed during the reach performance. Therefore, in the state where "presentation mode 1" is set, if the "face performance" is executed when the decorative patterns 41a, 41b, and 41c (first special pattern) are being displayed in a variable manner and the reach performance is not being executed, the same number (the jackpot pattern 101 to 300) is displayed in the variable manner and the jackpot game is played. In contrast, in the state where "presentation mode 1" is set, even if the "face performance" is executed during the reach performance, the same number (the jackpot pattern 101 to 300) is displayed in a fixed manner and the jackpot game is not determined to be played (the barrage pattern (miss pattern) may be displayed in a fixed manner).
[0296] Such a "presentation mode 1" is realized by setting the "face presentation" to be executed while the reach presentation is not being executed in some (or all) of the cases (variable display) when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 101-300), and by setting the "face presentation" not to be executed while the reach presentation is not being executed when the first special chart is stopped and displayed with a miss pattern (variable display) (even if a face presentation is executed, it is executed while the reach presentation is being executed).
[0297] In a state where such a "presentation mode 1" is set, the player is made to expect that a "face presentation" will be performed while a reach presentation is not being executed.
[0298] Moreover, "presentation mode 2" is a mode in which "the timing of executing the face effect that determines the jackpot" is during the execution of reach performance A. Therefore, in a state in which "presentation mode 2" is set, if the decorative symbols 41a, 41b, and 41c (first special symbol) are being displayed in a variable manner and the "face effect" is executed during the execution of reach performance A, the double numbers (jackpot symbols 101 to 300) are displayed in the variable manner and the jackpot game is played. In contrast, in a state in which "presentation mode 2" is set, even if the "face effect" is executed when the reach performance A is not being executed, it is not determined that the double numbers (jackpot symbols 101 to 300) are displayed in a variable manner and the jackpot game is played (variable symbols (missing symbols) may be displayed in a variable manner).
[0299] Such a "presentation mode 2" is realized by setting the "face presentation" to be executed during the execution of the reach presentation A in some (or all) cases (variable display) when the first special chart is stopped with a jackpot pattern (jackpot pattern 101-300), and by setting the "face presentation" not to be executed during the execution of the reach presentation A in cases (variable display) when the first special chart is stopped with a miss pattern (even if a face presentation is executed, it is executed at a time other than when the reach presentation A is being executed).
[0300] In a state where such a "presentation mode 2" is set, the player is made to expect that a "face presentation" will be performed during the execution of reach presentation A.
[0301] Moreover, "presentation mode 3" is a mode in which "the timing of executing the face effect that determines the jackpot" is during the execution of reach performance B. Therefore, in a state in which "presentation mode 3" is set, if the decorative symbols 41a, 41b, and 41c (first special symbol) are being displayed in a variable manner and the "face effect" is executed during the execution of reach performance B, the same number (the jackpot symbol 101 to 300) is displayed in the variable manner and the jackpot game is played. In contrast, in a state in which "presentation mode 3" is set, even if the "face effect" is executed when the reach performance B is not being executed, the same number (the jackpot symbol 101 to 300) is displayed in a fixed manner and the jackpot game is not determined to be played (variable symbols (missing symbols) may be displayed in a fixed manner).
[0302] Such a "presentation mode 3" is realized by setting the "face presentation" to be executed during the execution of the reach presentation B in some (or all) cases (variable display) when the first special chart is stopped with a jackpot pattern (jackpot pattern 101-300), and by setting the "face presentation" not to be executed during the execution of the reach presentation B in cases (variable display) when the first special chart is stopped with a miss pattern (even if a face presentation is executed, it is executed outside the execution of the reach presentation B).
[0303] In a state where such a "presentation mode 3" is set, the player is made to expect that a "face presentation" will be performed during the execution of reach presentation B.
[0304] Moreover, "presentation mode 4" is a mode in which "the timing of executing the face effect that determines the jackpot" is during the execution of the reach performance C. Therefore, in the state in which "presentation mode 4" is set, when the decorative symbols 41a, 41b, and 41c (first special symbol) are being displayed in a variable manner and the "face effect" is executed during the execution of the reach performance C, the double numbers (the jackpot symbols 101 to 300) are displayed in the variable manner and the jackpot game is played. On the other hand, in the state in which "presentation mode 4" is set, even if the "face effect" is executed when the reach performance C is not being executed, it is not determined that the double numbers (the jackpot symbols 101 to 300) are displayed in a variable manner and the jackpot game is played (the barrage symbols (missing symbols) may be displayed in a variable manner).
[0305] Such a "presentation mode 4" is realized by setting the "face presentation" to be executed during the execution of the reach presentation C in some (or all) cases (variable display) when the first special chart is stopped with a jackpot pattern (jackpot pattern 101-300), and by setting the "face presentation" not to be executed during the execution of the reach presentation C in cases (variable display) when the first special chart is stopped with a miss pattern (even if a face presentation is executed, it is executed at a time other than when the reach presentation C is being executed).
[0306] In a state where such a "presentation mode 4" is set, the player is made to expect that a "face presentation" will be performed during the execution of the reach presentation C.
[0307] Moreover, "presentation mode 5" is a mode in which "the timing of executing the face effect that determines the jackpot" is during the execution of the reach performance D. Therefore, in the state in which "presentation mode 5" is set, when the decorative symbols 41a, 41b, and 41c (first special symbol) are being displayed in a variable manner and the "face effect" is executed during the execution of the reach performance D, the double numbers (the jackpot symbols 101 to 300) are displayed in the variable manner and the jackpot game is played. On the other hand, in the state in which "presentation mode 5" is set, even if the "face effect" is executed when the reach performance D is not being executed, the double numbers (the jackpot symbols 101 to 300) are displayed in a fixed manner and the jackpot game is not determined to be played (variable symbols (missing symbols) may be displayed in a fixed manner).
[0308] Such a "presentation mode 5" is realized by setting the "face presentation" to be executed during the execution of the reach presentation D in some (or all) cases (variable display) when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 101 to 300), and by setting the "face presentation" not to be executed during the execution of the reach presentation D when the first special chart is stopped and displayed with a miss pattern (variable display) (even if a face presentation is executed, it is executed at a time other than when the reach presentation D is being executed).
[0309] When such a "presentation mode 5" is set, the player is made to expect that a "face presentation" will be performed while the reach presentation D is being executed.
[0310] In addition, in the first modified example of the pachinko machine 1A, the "presentation mode selection screen" is displayed in the same manner as in the pachinko machine 1A, and the player is prompted to select a "presentation mode."
[0311] As described above, in the first modified example of the pachinko machine 1A, the "execution timing of the face effect that determines a jackpot" is different between the multiple types of "execution modes". Therefore, by setting the "execution mode", it is possible to set the "execution timing of the face effect that determines a jackpot". It is then possible to realize a novel gameplay that allows players who expect the "face effect that determines a jackpot" to pay attention to whether or not the "face effect" is performed at the timing corresponding to the set "execution mode" (whether or not the "face effect" that is executed is the "face effect that determines a jackpot").
[0312] In the first modified example of the pachinko machine 1A, the "execution timing of the face performance that determines a jackpot" is made different between multiple types of "performance modes", but this is not limited to this. For example, it is possible to execute the "face performance that determines an advantageous hit" or the "face performance that determines an advantageous hit if a jackpot is hit", and the execution timing of these ("execution timing of the face performance that determines an advantageous hit" or "execution timing of the face performance that determines an advantageous hit if a jackpot is hit") may be made different between multiple types of "performance modes" (either during non-execution of reach performance, during execution of reach performance A, during execution of reach performance B, during execution of reach performance C, or during execution of reach performance D).
[0313] Here, the "face effect that confirms a favorable hit" is a "face effect" that suggests that a "favorable hit" will be confirmed when a double number (a big hit pattern 101 to 200) is displayed. Also, the "face effect that confirms a favorable hit if a big hit occurs" is a "face effect" that suggests that a "favorable hit" will be confirmed when a double number (a big hit pattern) is displayed.
[0314] In such a case, the "execution timing of the face effect that determines an advantageous hit" and the "execution timing of the face effect that determines an advantageous hit if a jackpot is hit" are different between the multiple types of "presentation modes". For this reason, by setting the "presentation mode", it is possible to set the "execution timing of the face effect that determines an advantageous hit" and the "execution timing of the face effect that determines an advantageous hit if a jackpot is hit". Then, for a player who expects the "face effect that determines an advantageous hit" or the "face effect that determines an advantageous hit if a jackpot is hit" to be performed, it is possible to realize a novel gameplay in which the player can pay attention to whether or not the "face effect" is performed at the timing corresponding to the set "presentation mode" (whether or not the "face effect" that is executed is the "face effect that determines an advantageous hit" or the "face effect that determines an advantageous hit if a jackpot is hit").
[0315] In addition, the periods when the reach performance is not being executed, when the reach performance A is being executed, when the reach performance B is being executed, when the reach performance C is being executed, and when the reach performance D is being executed can also be regarded as the "first timing" and the "second timing".
[0316] H-5. Variation 2 of Pachinko Machine 1A: Next, a description will be given of modified example 2 of the pachinko machine 1A. In modified example 2 of the pachinko machine 1A, like the pachinko machine 1A, one of a plurality of types of "presentation modes" can be selected and set, but the contents of each "presentation mode" are different from those of the pachinko machine 1A.
[0317] 27 shows the types of "presentation modes" in the modified example 2 of the pachinko machine 1A. As shown in the figure, in the modified example 2 of the pachinko machine 1A, the "execution frequency of the face presentation that guarantees a jackpot" differs between the multiple types of "presentation modes."
[0318] Here, the "execution frequency of the face effect that determines a jackpot" will be explained. First, as a premise, in the modified example 2 of the pachinko machine 1A, when the "face effect" is performed during the variable display of the decorative symbols 41a, 41b, 41c (first special symbol), it is determined that the jackpot game will be performed by stopping and displaying a repeat number (jackpot symbol 101-300) in the variable display. That is, when the first special symbol is stopped and displayed as a jackpot symbol (jackpot symbol 101-300) (variable display), the "face effect" is set to be executed in part (or all) of the variable display, and when the first special symbol is stopped and displayed as a losing symbol (variable display), the "face effect" is set not to be executed. Then, the execution frequency of such a "face effect" (face effect that determines a jackpot) is made different between the multiple types of "performance modes".
[0319] For example, "presentation mode 1" is a mode in which "face presentation" is performed in 10% of the variable displays in which the decorative patterns 41a, 41b, and 41c (first special pattern) are stopped and displayed as a double number (jackpot pattern). In other words, when "presentation mode 1" is set, "face presentation for confirming a jackpot" is performed in 10% of the cases in which the decorative patterns 41a, 41b, and 41c (first special pattern) are stopped and displayed as a double number (jackpot pattern).
[0320] In addition, "presentation mode 2" is a mode in which "face presentation" is performed in 30% of the variable displays in which the decorative patterns 41a, 41b, and 41c (first special pattern) are stopped and displayed as a double number (jackpot pattern). In other words, when "presentation mode 2" is set, "face presentation for confirming a jackpot" is performed in 30% of the cases in which the decorative patterns 41a, 41b, and 41c (first special pattern) are stopped and displayed as a double number (jackpot pattern).
[0321] In addition, "presentation mode 3" is a mode in which "face presentation" is performed in 50% of the variable displays in which the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (jackpot symbol). In other words, when "presentation mode 3" is set, "face presentation for confirming a jackpot" is performed in 50% of the cases in which the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (jackpot symbol).
[0322] In addition, "presentation mode 4" is a mode in which "face presentation" is performed in 70% of the variable displays in which the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (jackpot symbol). In other words, when "presentation mode 4" is set, "face presentation for confirming a jackpot" is performed in 70% of the cases in which the decorative symbols 41a, 41b, and 41c (first special symbols) are stopped and displayed as a double number (jackpot symbol).
[0323] In addition, "presentation mode 5" is a mode in which "face presentation" is performed in all (100% of the variation display) when the decorative patterns 41a, 41b, and 41c (first special pattern) are stopped and displayed as a double number (jackpot pattern). In other words, when "presentation mode 5" is set, "face presentation for confirming a jackpot" is performed in all (100%) of the cases in which the decorative patterns 41a, 41b, and 41c (first special pattern) are stopped and displayed as a double number (jackpot pattern).
[0324] In addition, in the second modified example of the pachinko machine 1A, the "presentation mode selection screen" is displayed in the same manner as in the pachinko machine 1A, and the player is prompted to select a "presentation mode."
[0325] As described above, in the modified example 2 of the pachinko machine 1A, the "execution frequency of the face effect that determines a jackpot" is different between the multiple types of "execution modes." Therefore, by setting the "execution mode," the "execution frequency of the face effect that determines a jackpot" can be set, and the player can then execute the "face effect that determines a jackpot" at the frequency that he or she desires.
[0326] In the second modified example of the pachinko machine 1A, the "execution frequency of the face effect that determines a jackpot" is made different between the multiple types of "execution modes", but this is not limited to this. For example, the "execution frequency of the face effect that determines a favorable hit" or the "execution frequency of the face effect that determines a favorable hit if a jackpot is hit" may be made different between the multiple types of "execution modes".
[0327] Here, the "face effect that confirms a favorable hit" is a "face effect" that suggests that a "favorable hit" will be confirmed when a double number (a big hit pattern 101 to 200) is displayed. Also, the "face effect that confirms a favorable hit if a big hit occurs" is a "face effect" that suggests that a "favorable hit" will be confirmed when a double number (a big hit pattern) is displayed.
[0328] In the case where the "frequency of execution of the face effect that determines a favorable hit" is configured to differ between multiple types of "presentation modes," when the first special chart is displayed stopped with the jackpot pattern (jackpot pattern 101-200) that triggers the "favorable hit" (in the variable display), the "face effect" will be executed with the above-mentioned probability (probability that differs between multiple types of presentation modes), and in other variable displays, the "face effect" will not be executed.
[0329] In addition, if the "frequency of execution of the face effect, which will determine a favorable hit if a jackpot is hit" is configured to differ between multiple types of "presentation modes," when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 101-200) that triggers the start of an "favorable hit" (in variable display), the "face effect" will be executed with the above-mentioned probability (probability which differs between multiple types of presentation modes); when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 201-300) that triggers the start of an "unfavorable hit" (in variable display), the "face effect" will not be executed; and when the first special chart is stopped and displayed with a missing pattern (in variable display), the "face effect" will be executed with the same probability between multiple types of presentation modes.
[0330] In such a case, the "frequency of execution of the face effect that determines an advantageous hit" and the "frequency of execution of the face effect that determines an advantageous hit if a jackpot is hit" are different between the multiple types of "presentation modes." Therefore, by setting the "presentation mode," it is possible to set the "frequency of execution of the face effect that determines an advantageous hit" and the "frequency of execution of the face effect that determines an advantageous hit if a jackpot is hit," and thus the player can execute the "face effect that determines an advantageous hit" and the "face effect that determines an advantageous hit if a jackpot is hit" at the frequency that he or she desires.
[0331] Incidentally, the probability of executing the above-mentioned "face effect" can also be regarded as a "first frequency" and a "second frequency."
[0332] The above describes examples in which the present invention is applied to pachinko machine 1A, variant 1 of pachinko machine 1A, and variant 2 of pachinko machine 1A. However, the present invention is not limited to these examples, and as long as it does not deviate from the scope of each claim, it is not limited to the wording of each claim, and extends to a range that a person skilled in the art can easily replace them, and improvements based on the knowledge that a person skilled in the art would normally have can be added as appropriate.
[0333] For example, in the above-mentioned pachinko machine 1A, modified example 1 of pachinko machine 1A, and modified example 2 of pachinko machine 1A, the "presentation mode" is set by the player's operation (operation of the presentation button 10a), but this is not limited to this. For example, when a predetermined setting condition (change condition) is established, a predetermined "presentation mode" may be set (the "presentation mode" is changed). For example, a predetermined "presentation mode" may be set (the "presentation mode" is changed) based on the "non-play state". Also, a predetermined "presentation mode" may be set (the "presentation mode" is changed) based on the "non-electric support state" being set.
[0334] In addition, in the above-mentioned pachinko machine 1A, modified example 1 of pachinko machine 1A, and modified example 2 of pachinko machine 1A, examples in which a "face effect" is used as a "specific effect" have been described, but various effects can be used as the "specific effect". For example, as the "specific effect", a reach effect of a specific type (for example, an effect in which a video in which a specific character is displayed is played) or an effect in which a movable role (movable role) moves in a specific type (for example, an effect in which a decorative part provided above the effect display device 41 descends to a position where it overlaps with the display screen of the effect display device 41 from front to back) can be used.
[0335] In the above-mentioned pachinko machine 1A, modified example 1 of pachinko machine 1A, and modified example 2 of pachinko machine 1A, an example was described in which the present invention is applied to the pachinko machine 1A that pays out game balls supplied from the island equipment of a game hall to give the player a profit (game value) as a result of the game. The present invention can also be applied to a type of game machine that gives a game profit in a form other than "paying out game balls". For example, the present invention can also be applied to a type of pachinko machine that gives a game profit (game value) to a player by storing data indicating the amount of profit (magnitude of game value) corresponding to the entrance of game balls into various ball entrances, and in this case, the same effect as the above-mentioned embodiment can be obtained. An example of a pachinko machine that converts gaming profits (gaming value) into digital data and awards them to players is a gaming machine that uses multiple gaming balls built into the machine by circulating them, specifically, a pachinko machine that is configured to return gaming balls that have been discharged onto the back of the gaming board through various ball inlets or outlets to the launch position and then launch them (a so-called sealed gaming machine).
[0336] I. Pachinko Machine 1B: Next, the pachinko machine 1B will be described. The pachinko machine 1B has a different configuration from the above-mentioned pachinko machine 1 and pachinko machine 1A. In the following description of the pachinko machine 1B, the description of the same configuration as the pachinko machine 1 and pachinko machine 1A will be omitted as appropriate.
[0337] I-1. Presentation mode: In the pachinko machine 1B, three types of "presentation modes" are stored: "morning mode", "day mode", and "night mode". For example, these "presentation modes" are stored in the ROM 222 of the sub-control board 220. The CPU 201 of the sub-control board 220 can set one "presentation mode" from the three types of "presentation modes" thus stored. Then, the CPU 221 of the sub-control board 220 executes various presentations in a manner corresponding to the one "presentation mode" thus set.
[0338] FIG. 28 shows three types of "effect modes" that can be set in the pachinko machine 1B. As shown in the figure, when the "morning mode" is set, a "background image showing a morning scene" is displayed on the display screen of the effect display device 41. Then, "blue decorative patterns 41a, 41b, 41c" are displayed superimposed on this "background image showing a morning scene". Naturally, the "blue decorative patterns 41a, 41b, 41c" are displayed in a variable manner in response to the variable display of the special pattern (for example, the first special pattern). In addition, an image showing the words "morning mode" is displayed in the upper left corner of the display screen. In addition, various other effects corresponding to the "morning mode" may be performed.
[0339] Moreover, when the "day mode" is set, a "background image showing a daytime landscape" is displayed on the display screen of the performance display device 41. Then, "green decorative patterns 41a, 41b, 41c" are displayed superimposed on this "background image showing a daytime landscape". Naturally, the "green decorative patterns 41a, 41b, 41c" are displayed in a variable manner in response to the variable display of the special pattern (for example, the first special pattern). Also, an image showing the words "day mode" is displayed in the upper left corner of the display screen. In addition, various other performances corresponding to the "day mode" may be performed.
[0340] Moreover, when the "night mode" is set, a "background image showing a night scene" is displayed on the display screen of the effect display device 41. Then, "red decorative patterns 41a, 41b, 41c" are displayed superimposed on this "background image showing a night scene". Naturally, the "red decorative patterns 41a, 41b, 41c" are displayed in a variable manner in response to the variable display of the special pattern (for example, the first special pattern). Also, an image showing the words "night mode" is displayed in the upper left corner of the display screen. In addition, various other effects corresponding to the "night mode" may be performed.
[0341] In addition, the "blue decorative designs 41a, 41b, 41c", the "green decorative designs 41a, 41b, 41c", and the "red decorative designs 41a, 41b, 41c" may differ from each other not only in color but also in shape and size.
[0342] I-2. Setting the performance mode: In the pachinko machine 1B, one of the three "presentation modes" described above is selected and set. In detail, in the pachinko machine 1B, when the presentation button 10a is operated in the "non-play state", the "presentation mode selection screen" for allowing the player to select the "presentation mode" is displayed on the presentation display device 41.
[0343] As shown in Fig. 29, the "presentation mode selection screen" of the pachinko machine 1B displays the text "Please select a presentation mode" to prompt the player to select a "presentation mode." In addition, the items "Morning mode," "Day mode," and "Night mode" are displayed as items that the player can select.
[0344] One of these items (the hatched item in the figure) is displayed in a different manner (for example, in a different color) from the other items. This indicates to the player that the one item in question is a "selection candidate." The items that are "selection candidates" in this manner are switched each time the directional button 10c is operated. For example, each time the directional button 10c is operated, the items that are "selection candidates" are switched in the following order: "Morning mode" → "Day mode" → "Night mode" → "Morning mode" → ...
[0345] When the effect button 10a is operated while a specific item is a "selection candidate," the "selection candidate" item is selected and the display of the "effect mode selection screen" is terminated. Then, the "effect mode" corresponding to the item that was a "selection candidate" at that time is set. In the figure, the item "night mode" is a "selection candidate," and when the effect button 10a is operated in this state, "night mode" is selected and set.
[0346] In this way, when any one of the "presentation modes" is selected on the "presentation mode selection screen" and the "presentation mode" is set, various presentations are executed in a manner corresponding to the "presentation mode." For example, as described above with reference to FIG. 28, the background image and the decorative patterns 41a, 41b, and 41c are displayed in a manner corresponding to the "presentation mode" that has been set.
[0347] Incidentally, the "presentation mode selection screen" is displayed when the presentation button 10a is operated in the "non-play state", but this is not limited to this. For example, the "presentation mode selection screen" may be displayed at the timing when the "non-play state" is entered. Also, the "presentation mode selection screen" may be displayed based on the setting of the "non-electric support state" (at the timing when the non-electric support state is set). Also, the "presentation mode selection screen" may be displayed based on the execution of a specific presentation (for example, the "character gathering presentation" described below) (at the timing when the variable display of the special pattern in which the "character gathering presentation" described below has been performed ends).
[0348] The display condition or frequency of the "presentation mode selection screen" may correspond to the type of the "presentation mode" that is set. For example, when a "presentation mode" other than the "night mode" is set, the "presentation mode selection screen" may be displayed based on the "non-play state", and when the "night mode" is set, the "presentation mode selection screen" may be displayed based on the "non-electric support state" being set. When a "presentation mode" other than the "night mode" is set, the "presentation mode selection screen" may be displayed each time the "non-play state" is reached, and when the "night mode" is set, the "presentation mode selection screen" may be displayed when the "non-play state" is reached twice.
[0349] I-3.SP Reach Production: In the pachinko machine 1B, even if the "morning mode", "day mode", or "night mode" is set, the SP reach presentations A to D can be executed similarly to the pachinko machine 1. However, the contents suggested when the SP reach presentation D is executed among these differ depending on the "presentation mode" that is set.
[0350] In more detail, regardless of whether the "morning mode," "day mode," or "night mode" is set, when SP reach performance A is performed, it is suggested that the "jackpot expectation rate" is 10% (the jackpot expectation rate of SP reach performance A is 10%), when SP reach performance B is performed, it is suggested that the "jackpot expectation rate" is 30% (the jackpot expectation rate of SP reach performance B is 30%), and when SP reach performance C is performed, it is suggested that the "jackpot expectation rate" is 40% (the jackpot expectation rate of SP reach performance C is 40%).
[0351] In other words, the content suggested when SP reach performance A is performed is the same regardless of the "performance mode" that is set (it does not differ between the performance modes that are set). In addition, the content suggested when SP reach performance B is performed is also the same regardless of the "performance mode" that is set (it does not differ between the performance modes that are set). In addition, the content suggested when SP reach performance C is performed is also the same regardless of the "performance mode" that is set (it does not differ between the performance modes that are set).
[0352] On the other hand, the content suggested when SP reach performance D is performed corresponds to the "performance mode" that is set (different between the performance modes that are set). In detail, as shown in FIG. 30, when SP reach performance D is performed while the "morning mode" is set, it is suggested that the "expected probability of a big win" is 50%.
[0353] When the "morning mode" is set and the SP reach performance D is performed, it suggests that the "hope of a jackpot" is higher than when other SP reach performances (SP reach performances A to C) are performed, so the player's anticipation of the double numbers (jackpot pattern) being displayed is heightened.
[0354] In addition, when the SP reach performance D is performed while the "daytime mode" is set, if the fluctuating display shows a double number (jackpot pattern) and a jackpot game is played, the jackpot game is determined to be a "favorable hit". Such a suggestion is realized by setting the SP reach performance D to be performed in some (or all) of the cases (fluctuating display) when the first special chart is displayed as a jackpot pattern (jackpot pattern 101-200) that is the start trigger of the "favorable hit" and in some of the cases when the first special chart is displayed as a miss pattern, and by setting the SP reach performance D not to be performed when the first special chart is displayed as a jackpot pattern (jackpot pattern 201-300) that is the start trigger of the "unfavorable hit" (fluctuating display).
[0355] When the SP reach performance D is performed while the "day mode" is set, and the doublets (jackpot symbols) are displayed in the variable display, a "favorable hit" will be achieved instead of an "unfavorable hit." For this reason, when the SP reach performance D is performed while the "day mode" is set, the player will have a strong expectation that the doublets (jackpot symbols) will be displayed.
[0356] In addition, when the SP reach performance D is performed while the "night mode" is set, the fluctuating display shows a double number (jackpot pattern) and determines that a jackpot game will be played. Such a suggestion is realized by setting the SP reach performance D to be executed in some (or all) of the cases (fluctuating display) when the first special chart shows a jackpot pattern (jackpot pattern 101-300) and not executing the SP reach performance D when the first special chart shows a losing pattern (fluctuating display).
[0357] When the SP reach performance D is performed while the "night mode" is set, the fluctuating display stops and displays a double number (a big win pattern), and a big win game is played. Therefore, when the SP reach performance D is performed while the "night mode" is set, the player is made aware that a big win game is about to take place, which greatly increases the player's interest in the game.
[0358] In addition, the SP reach performances A to D of the pachinko machine 1B can be executed in a non-electric support state, and are not executed in an electric support state. In other words, the SP reach performances A to D may be executed during the execution of the variable display of the first special chart, but the SP reach performances A to D are not executed during the execution of the variable display of the second special chart.
[0359] As described above, in the pachinko machine 1B, when the "morning mode" is set, "blue decorative patterns 41a, 41b, 41c" are displayed as the decorative patterns 41a, 41b, 41c, when the "day mode" is set, "green decorative patterns 41a, 41b, 41c" are displayed, and when the "night mode" is set, "red decorative patterns 41a, 41b, 41c" are displayed. Therefore, by checking the display state of the decorative patterns 41a, 41b, 41c, the player can recognize which "presentation mode" is set among "morning mode", "day mode", and "night mode".
[0360] In the pachinko machine 1B, as the background image on which the decorative patterns 41a, 41b, and 41c are superimposed, when the "morning mode" is set, a "background image showing a morning scene" is displayed, when the "day mode" is set, a "background image showing a daytime scene" is displayed, and when the "night mode" is set, a "background image showing a nighttime scene" is displayed. Therefore, by checking the background image, the player can recognize which of the "presentation modes" "morning mode," "day mode," and "night mode" is set.
[0361] In addition, in the pachinko machine 1B, when the "morning mode" is set, SP reach performance A can be executed but SP reach performance B and SP reach performance C cannot be executed; when the "day mode" is set, SP reach performance B can be executed but SP reach performance A and SP reach performance C cannot be executed; and when the "night mode" is set, SP reach performance C can be executed but SP reach performance A and SP reach performance B cannot be executed.
[0362] In this way, a player who expects SP reach performance A to be performed can set (select) a "morning mode" based on the display mode of the background image and decorative patterns 41a, 41b, and 41c, a player who expects SP reach performance B to be performed can set (select) a "day mode" based on the display mode of the background image and decorative patterns 41a, 41b, and 41c, and a player who expects SP reach performance C to be performed can set (select) a "night mode" based on the display mode of the background image and decorative patterns 41a, 41b, and 41c.
[0363] In this regard, in the pachinko machine 1B, the SP reach performance D may be executed even if the "performance mode" of "morning mode", "day mode", or "night mode" is set. However, the "contents suggested when the SP reach performance D is performed" differ depending on which of the "performance modes" of "morning mode", "day mode", or "night mode" is set, as described above with reference to FIG. 30. Therefore, for a player who tries to recognize the "contents suggested when the SP reach performance D is performed", it is possible to draw attention to the "performance mode" set when the SP reach performance D is performed (which of the performance modes of the morning mode, day mode, or night mode is set), which makes it possible to increase the interest in the game. In addition, by having the player select which of the "performance modes" to set, "morning mode", "day mode", or "night mode", it is possible to have the player select the "contents suggested when the SP reach performance D is performed", which makes it possible to increase the interest in the game.
[0364] Furthermore, "morning mode", "day mode", and "night mode" can also be regarded as the "first mode" and "second mode". Furthermore, "background image showing a morning landscape", "background image showing a daytime landscape", and "background image showing a nighttime landscape" can also be regarded as the "first background image" and "second background image". Furthermore, "SP reach performance A", "SP reach performance B", and "SP reach performance C" can also be regarded as the "first suggestion performance" and the "second suggestion performance". "SP reach performance D" can also be regarded as the "same performance".
[0365] I-4. Character gathering performance: In addition, in the pachinko machine 1B, the "character gathering effect" can be executed regardless of whether the "morning mode", "day mode" or "night mode" is set. The "character gathering effect" is an effect in which four types of characters, character A, character B, character C and character D, are simultaneously displayed on the display screen of the effect display device 41 (an effect in which the four types of characters are displayed together).
[0366] Although this type of "character gathering performance" is performed regardless of whether "morning mode," "day mode," or "night mode" is set, the content suggested at that time differs depending on the "performance mode" that is set. In other words, the content suggested when the "character gathering performance" is performed corresponds to the "performance mode" that is set (it differs between the performance modes that are set). In more detail, as shown in FIG. 31, when the "character gathering performance" is performed while "morning mode" is set, it is suggested that the "expected probability of a big hit" is 70%.
[0367] When the "character gathering effect" is performed while the "morning mode" is set, it suggests a higher "hope of a jackpot" than when any of the SP reach effects (SP reach effects A to D) are performed, which increases the player's anticipation of the double numbers (jackpot pattern) being displayed.
[0368] In addition, when the "day mode" is set and the "character gathering performance" is performed, the variable display will stop and display a repeat number (jackpot pattern), and it is determined that a jackpot game will be played. Such a suggestion is realized by setting the "character gathering performance" to be performed in some (or all) of the cases (variable display) when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 101-300), and by setting the "character gathering performance" not to be performed when the first special chart is stopped and displayed with a losing pattern (variable display).
[0369] When the "character gathering performance" is performed while the "day mode" is set, the fluctuating display will stop and display a repeat number (jackpot pattern), and a jackpot game will be played. Therefore, when the "character gathering performance" is performed while the "day mode" is set, the player will be made aware that a jackpot game will be played, which will greatly increase the player's interest in the game.
[0370] In addition, when the "character gathering performance" is performed while the "night mode" is set, the variable display stops to display a repeat number (jackpot pattern 101-200), and it is determined that a "favorable hit" will be performed. Such a suggestion is realized by setting the "character gathering performance" to be performed in some (or all) of the cases (variable display) when the first special chart is stopped with the jackpot pattern (jackpot pattern 101-200) that is the start trigger of the "favorable hit", and by setting the "character gathering performance" not to be performed when the first special chart is stopped with the jackpot pattern (jackpot pattern 201-300) that is the start trigger of the "unfavorable hit" (variable display) and when the first special chart is stopped with a miss pattern (variable display).
[0371] When the "character gathering performance" is performed while the "night mode" is set, the fluctuating display will stop and display a repeat number (jackpot pattern 101-200), resulting in an "advantageous hit." Therefore, when the "character gathering performance" is performed while the "night mode" is set, the player will be made aware that an "advantageous hit" will occur, which will further increase the player's interest in the game.
[0372] In addition, the "character gathering performance" of the pachinko machine 1B can be executed in the non-electric support state, but is not executed in the electric support state. In other words, the "character gathering performance" may be executed during the execution of the variable display of the first special chart, but the "character gathering performance" is not executed during the execution of the variable display of the second special chart.
[0373] In addition, the "character gathering performance" of pachinko machine 1B may be performed when the variable display of the first special chart begins, or may be performed before the reach performance begins (if the reach performance is not being executed), or may be performed when the reach performance begins, or may be performed during the execution of the reach performance, or may be performed when the variable display of the first special chart ends.
[0374] In addition, the "character gathering performance" of the pachinko machine 1B may be performed at a timing corresponding to the "performance mode" that has been set. For example, in a state where the "morning mode" is set, the "character gathering performance" may be performed when the variable display of the first special chart starts, in a state where the "day mode" is set, the "character gathering performance" may be performed before the reach performance starts (when the reach performance is not being executed), and in a state where the "night mode" is set, the "character gathering performance" may be performed during the execution of the reach performance.
[0375] As described above, in the pachinko machine 1B, the "character gathering performance" may be executed even if the "performance mode" of "morning mode", "day mode", or "night mode" is set. However, the "contents suggested when the character gathering performance is performed" differ depending on which of the "performance modes" of "morning mode", "day mode", and "night mode" is set, as described above with reference to FIG. 31. Therefore, for a player who is trying to recognize the "contents suggested when the character gathering performance is performed", it is possible to draw attention to the "performance mode" set when the character gathering performance is performed (whether the performance mode is set among the morning mode, day mode, and night mode), which makes it possible to increase the interest in the game. In addition, by having the player select which of the "performance modes" to set among the "morning mode", "day mode", and "night mode", it is possible to have the player select the "contents suggested when the character gathering performance is performed", which makes it possible to increase the interest in the game.
[0376] Furthermore, a "character gathering performance" can also be considered as a "same performance."
[0377] I-5. Post-jackpot status indication: In addition, in the pachinko machine 1B, regardless of whether the "morning mode", "day mode", or "night mode" is set, the "post-jackpot state suggestion effect" can be executed. The "post-jackpot state suggestion effect" is an effect that suggests the game state (non-electric support state or electric support state) that will be set after the end of a jackpot game when the jackpot game is played. As the "post-jackpot state suggestion effect", for example, an effect is performed in which an image (for example, a text image indicating the game state) suggesting the game state (non-electric support state or electric support state) is displayed on the display screen of the effect display device 41.
[0378] Furthermore, in pachinko machine 1B, an "electric support state" is set after the end of an "advantageous hit", and a "non-electric support state" is set after the end of an "unfavorable hit", so the "post-jackpot state suggestion effect" can also be seen as an effect suggesting the type of jackpot game (unfavorable hit or advantageous hit).
[0379] Although such "post-jackpot state suggestion effect" is performed regardless of whether "morning mode", "day mode" or "night mode" is set, its execution timing (execution conditions) differs depending on the "presentation mode" that is set. In other words, the execution timing of the "post-jackpot state suggestion effect" corresponds to the "presentation mode" that is set (it differs between the presentation modes that are set). In more detail, as shown in FIG. 32, when "morning mode" is set, the "post-jackpot state suggestion effect" is executed when a jackpot game starts (before the first round of play starts).
[0380] In addition, when the "day mode" is set, the "post-jackpot state suggestion effect" is executed after the third round of play is completed (before the fourth round of play is started). In addition, when the "night mode" is set, the "post-jackpot state suggestion effect" is executed when the jackpot play is completed (after the sixth round of play is completed).
[0381] As described above, in the pachinko machine 1B, the "post-jackpot state suggestion effect" may be executed even if the "effect mode" of the "morning mode", "day mode", or "night mode" is set. However, the "execution timing (execution condition) of the post-jackpot state suggestion effect" differs depending on whether the "effect mode" of the "morning mode", "day mode", or "night mode" is set, as described above with reference to FIG. 32. Therefore, it is possible to draw the attention of a player who expects the "post-jackpot state suggestion effect" to the "effect mode" that is set (whether the effect mode is set among the morning mode, day mode, or night mode), thereby increasing the interest in the game. In addition, by having the player select which "effect mode" to set among the "morning mode", "day mode", and "night mode", it is possible to have the player select the "execution timing (execution condition) of the post-jackpot state suggestion effect", thereby increasing the interest in the game.
[0382] Furthermore, the "post-jackpot state suggestion effect" can also be considered as the "same effect."
[0383] Here, some or all of the above-mentioned "SP reach effect D", "character gathering effect", and "post-jackpot state suggestion effect" may not be executed when a predetermined "effect mode" is set. For example, when the "morning mode" is set, the "SP reach effect D" may not be executed, when the "day mode" is set, the "character gathering effect" may not be executed, and when the "night mode" is set, the "post-jackpot state suggestion effect" may not be executed. These effects that are not executed may be executed only when a predetermined player operation is performed.
[0384] In addition, some or all of the above-mentioned "SP reach performance D", "character gathering performance", and "post-jackpot state suggestion performance" may be executed when the performance button 10a is operated in a state where a predetermined "performance mode" is set. In other words, whether or not the operation of the performance button 10a is required to execute the predetermined performance (whether or not the execution of the predetermined performance is triggered by the operation of the performance button 10a) may correspond to the set "performance mode" (different from each other between the set performance modes).
[0385] For example, when the "morning mode" is set, the "SP reach performance D" and the "character gathering performance" may be executed even if the performance button 10a is not operated (regardless of the operation of the performance button 10a), and the "post-jackpot state suggestion performance" may be executed when the performance button 10a is operated (if the performance button 10a is not operated, it will not be executed). Also, when the "day mode" is set, the "SP reach performance D" and the "post-jackpot state suggestion performance" may be executed even if the performance button 10a is not operated (regardless of the operation of the performance button 10a), and the "character gathering performance" may be executed when the performance button 10a is operated (if the performance button 10a is not operated, it will not be executed). Also, when the "night mode" is set, the "character gathering performance" and the "post-jackpot state suggestion performance" may be executed even if the performance button 10a is not operated (regardless of the operation of the performance button 10a), and the "SP reach performance D" may be executed when the performance button 10a is operated (if the performance button 10a is not operated, it will not be executed).
[0386] When performing these "effects based on the operation of the effect button 10a", a prompting effect may be performed to prompt the player to operate the effect button 10a (for example, an effect that displays an image showing the word "Press!"). Then, when the effect button 10a is operated in response to this prompting effect, the above-mentioned "effects based on the operation of the effect button 10a" may be performed.
[0387] In this way, players who are expecting the "post-jackpot state suggestion effect" to be performed can be made to pay attention to whether the "night mode" is set or another "effect mode" is set. Furthermore, when the "night mode" is set, the effect button 10a can be operated, but when any other "effect mode" is set, the effect button 10a cannot be operated, providing a novel gameplay experience and increasing interest in the game.
[0388] In addition, for players who are expecting a "character gathering performance," it is possible to draw attention to whether the "day mode" has been set or another "performance mode" has been set. Furthermore, when the "day mode" is set, the effect button 10a can be operated, and when any other "effect mode" is set, the effect button 10a cannot be operated, thereby providing a novel gameplay feature and increasing interest in the game.
[0389] In addition, for players who are expecting "SP reach performance D" to be performed, it is possible to draw attention to whether the "night mode" has been set or another "performance mode" has been set. Furthermore, when the "night mode" is set, the effect button 10a can be operated, but when any other "effect mode" is set, the effect button 10a cannot be operated, providing a novel gameplay experience and increasing interest in the game.
[0390] Furthermore, with such a configuration, the player can be allowed to select which "presentation mode" to set from "morning mode," "day mode," or "night mode," thereby allowing the player to select an effect that requires operation of the presentation button 10a, thereby making it possible to increase interest in the game.
[0391] In the above-mentioned cases, in each "presentation mode", the presentation that does not require the operation of the presentation button 10a may be made infeasible. That is, when the "morning mode" is set, the "SP reach presentation D" and the "character gathering presentation" may be made infeasible regardless of whether the presentation button 10a is operated, and the "post-jackpot state suggestion presentation" may be made to be executed when the presentation button 10a is operated (if the presentation button 10a is not operated, it will not be executed). Also, when the "daytime mode" is set, the "SP reach presentation D" and the "post-jackpot state suggestion presentation" may be made infeasible regardless of whether the presentation button 10a is operated, and the "character gathering presentation" may be made to be executed when the presentation button 10a is operated (if the presentation button 10a is not operated, it will not be executed). In addition, when the "night mode" is set, the "character gathering effect" and the "post-jackpot state suggestion effect" cannot be executed regardless of whether the effect button 10a is operated or not, and the "SP reach effect D" may be executed when the effect button 10a is operated (it will not be executed if the effect button 10a is not operated).
[0392] In this way, for a player who expects the "post-jackpot state suggestion effect" to be performed, a novel gameplay can be realized in which the player not only sets (selects) the "morning mode" but also operates the effect button 10a, thereby increasing the interest in the game. Also, for a player who expects the "character gathering effect" to be performed, a novel gameplay can be realized in which the player not only sets (selects) the "day mode" but also operates the effect button 10a, thereby increasing the interest in the game. Also, for a player who expects the "SP reach effect D" to be performed, a novel gameplay can be realized in which the player not only sets (selects) the "night mode" but also operates the effect button 10a, thereby increasing the interest in the game.
[0393] Furthermore, in such a configuration, the "Post-jackpot state suggestion effect", "Character gathering effect", and "SP reach effect D" can also be considered as "special effects".
[0394] In addition, the execution times of some or all of the above-mentioned "SP reach effect D," "character gathering effect," and "post-jackpot state suggestion effect" may correspond to the set "effect mode" (and may differ from one another between the set effect modes).
[0395] For example, when "morning mode" is set, the execution time of the "character gathering effect" may be 2 seconds, when "day mode" is set, the execution time of the "character gathering effect" may be 4 seconds, and when "night mode" is set, the execution time of the "character gathering effect" may be 6 seconds.
[0396] I-6. Variation 1 of Pachinko Machine 1B: Next, a first modified example of the pachinko machine 1B will be described. In the first modified example of the pachinko machine 1B, when the decorative patterns 41a, 41b, and 41c are variably displayed, it is possible to execute an effect of displaying a "pigeon image" which is an image (animation image) showing a pigeon flying, a "dragonfly image" which is an image (animation image) showing a dragonfly flying, or a "bat image" which is an image (animation image) showing a bat flying.
[0397] Specifically, when the "morning mode" is set, a "dove image" can be displayed, but a "dragonfly image" or a "bat image" cannot be displayed. When the "morning mode" is set, the possibility of a reach effect being performed and the "expectation of a big win" are higher when a "dove image" is displayed than when a "dove image" is not displayed.
[0398] In addition, when the "day mode" is set, the "dragonfly image" can be displayed, but the "pigeon image" and the "bat image" cannot be displayed. In addition, when the "day mode" is set, the possibility of a reach effect being performed and the "expectation of a big win" are higher when the "dragonfly image" is displayed than when the "dragonfly image" is not displayed.
[0399] In addition, when the "night mode" is set, a "bat image" can be displayed, but a "pigeon image" or a "dragonfly image" cannot be displayed. In addition, when the "night mode" is set, the possibility of a reach effect being performed and the "expectation of a big win" are higher when a "bat image" is displayed than when a "bat image" is not displayed.
[0400] In this way, in the first modified example of the pachinko machine 1B, when the "morning mode" is set, it is normally impossible to execute effects that display a "dragonfly image" or a "bat image," when the "day mode" is set, it is normally impossible to execute effects that display a "pigeon image" or a "bat image," and when the "night mode" is set, it is normally impossible to execute effects that display a "pigeon image" or a "dragonfly image." However, in each "execution mode," it is possible to execute the effects that are normally impossible to execute based on the player's operation.
[0401] In other words, even when the "morning mode" is set, effects displaying "dragonfly images" or "bat images" can be executed based on player operation, and even when the "day mode" is set, effects displaying "pigeon images" or "bat images" can be executed, and even when the "night mode" is set, effects displaying "pigeon images" or "dragonfly images" can be executed.
[0402] In more detail, in variant 1 of the pachinko machine 1B, when the jog shuttle 10b is operated in the "non-play state", an "additional effect selection screen" is displayed on the effect display device 41 to allow the player to select the effect he or she wishes to add.
[0403] As shown in FIG. 33, the "additional effect selection screen" displays an image showing the currently set "effect mode." For example, if "morning mode" is set, the text "morning mode is being set" is displayed. In addition, an image showing effects that can be executed in the currently set "effect mode" is displayed. For example, if "morning mode" is set, the text "effect that displays a dove image can be executed" and the text "dove image +" are displayed. In addition, the text "please select an added effect" is displayed to prompt the player to select an additional effect that can be executed.
[0404] Then, the items "dragonfly image" and "bat image" are displayed as items that the player can select (effects that can be executed). One of these items (the hatched item in the figure) is displayed in a manner different from the other items (for example, in a manner with a different color, or in a manner that stands out more than the other items). This indicates to the player that the one item is a "candidate for selection." The items that are "candidates for selection" in this manner are switched each time the directional button 10c is operated. For example, each time the directional button 10c is operated, the items that are "candidates for selection" are switched in the following order: item "dragonfly image" → item "bat image" → item "dragonfly image" →...
[0405] When the effect button 10a is operated while a specific item is a "selection candidate," the "selection candidate" item is selected and the display of the "additional effect selection screen" is terminated. Then, the effect corresponding to the item that was a "selection candidate" at that time can be executed. In the figure, the item "bat image" is a "selection candidate," and when the effect button 10a is operated in this state, an effect that displays a "bat image" can be executed in addition to an effect that displays a "pigeon image," even though the "morning mode" is set.
[0406] Incidentally, the "additional effect selection screen" is displayed when the jog shuttle 10b is operated in the "non-play state", but this is not limited to this. For example, the "additional effect selection screen" may be displayed at the timing when the "non-play state" is entered. Also, the "additional effect selection screen" may be displayed based on the setting of the "non-electric support state" (at the timing when the non-electric support state is set). Also, the "additional effect selection screen" may be displayed based on the execution of a specific effect (for example, an effect that displays a dove image) (during the execution of an effect that displays a dove image, or at the timing when the variable display of the special pattern in which an effect that displays a dove image is performed ends).
[0407] The display condition or frequency of the "additional effect selection screen" may correspond to the type of "effect mode" that is set. For example, when a "effect mode" other than the "night mode" is set, the "additional effect selection screen" may be displayed based on the "non-play state", and when the "night mode" is set, the "additional effect selection screen" may be displayed based on the "non-electric support state" being set. When a "effect mode" other than the "night mode" is set, the "additional effect selection screen" may be displayed each time the "non-play state" is reached, and when the "night mode" is set, the "additional effect selection screen" may be displayed when the "non-play state" is reached twice.
[0408] As described above, in the first modified example of the pachinko machine 1B, it is possible to make it possible to perform effects that are normally not executable (effects that are not executed in the currently set "effect mode"), in other words, effects that are normally executable in a "effect mode" other than the currently set "effect mode", in the currently set "effect mode". In this way, it is possible to perform effects that correspond to the player's preferences.
[0409] In addition, in the first modified example of the pachinko machine 1B, a "face effect" suggesting the same contents as those of the pachinko machine 1 (the contents described above with reference to FIG. 24) may be executable. Such a "face effect" may be executable when the "night mode" is set, and may be (originally) unexecutable when the "morning mode" or the "day mode" is set. When the "morning mode" or the "day mode" is set, a screen similar to the above-mentioned "additional effect selection screen" (a screen for adding and selecting a face effect) may be displayed, and the "face effect" may be executable based on a player operation (if a predetermined player operation is performed). Conversely, when the "night mode" is set, the "face effect" may be unexecutable based on a player operation (if a predetermined player operation is performed).
[0410] Furthermore, in such a configuration, when "day mode" is set, a screen similar to the above-mentioned "additional effect selection screen" (a screen for adding and selecting face effects) is displayed, and "face effects" can be executed based on player operation, but when "morning mode" is set, "face effects" may not be executable.
[0411] I-7. Variation 2 of Pachinko Machine 1B: Next, a description will be given of modified example 2 of the pachinko machine 1B. In modified example 2 of the pachinko machine 1B, it is possible to change (adjust) the frequency of execution of some or all of the "SP reach effect D", "character gathering effect", "effect suggesting state after big win", "effect displaying a pigeon image", "effect displaying a dragonfly image", "effect displaying a bat image", and "face effect" suggesting the same contents as those of the pachinko machine 1 (the contents described above with reference to FIG. 24).
[0412] For example, regardless of whether the "presentation mode" is set to "morning mode," "daytime mode," or "night mode," it is possible to execute a "face presentation" that indicates that a jackpot game is confirmed by displaying a series of consecutive numbers (jackpot symbols). It is also possible to change (adjust) the frequency with which this "face presentation" is executed.
[0413] In more detail, in variant example 2 of pachinko machine 1B, when the effect button 10a and jog shuttle 10b are operated simultaneously in the "non-play state", an "execution frequency change screen" for changing the execution frequency of the "face effect" is displayed on the effect display device 41.
[0414] As shown in Fig. 34, the "Execution Frequency Change Screen" displays the text "Please select the execution frequency of the face effect" to prompt the player to select the execution frequency of the "face effect." In addition, the items "low frequency," "medium frequency," and "high frequency" are displayed as options selectable by the player.
[0415] One of these items (the item hatched in the figure) is displayed in a manner different from the other items (for example, in a different color, or more noticeable than the other items). This indicates to the player that the one item in question is a "selection candidate." The items that are "selection candidates" in this manner are switched each time the directional button 10c is operated. For example, each time the directional button 10c is operated, the items that are "selection candidates" are switched in the following order: item "low frequency" → item "medium frequency" → item "high frequency" → item "low frequency," etc.
[0416] When the effect button 10a is operated while a specific item is a "selection candidate," the item that is a "selection candidate" is selected and the display of the "execution frequency change screen" is terminated. The "face effect" is then executed at a frequency corresponding to the item that was a "selection candidate" at that time. In the figure, the item "high frequency" is a "selection candidate," and when the effect button 10a is operated in this state, "high frequency" is set as the execution frequency of the "face effect." Naturally, when the effect button 10a is operated while the item "low frequency" is a "selection candidate," "low frequency" is set as the execution frequency of the "face effect," and when the effect button 10a is operated while the item "medium frequency" is a "selection candidate," "medium frequency" is set as the execution frequency of the "face effect."
[0417] When "low frequency" is set as the execution frequency of "face performance", "face performance" is executed 10% of the time when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 101-300) (variable display), and "face performance" is not executed in other cases. Also, when "medium frequency" is set as the execution frequency of "face performance", "face performance" is executed 30% of the time when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 101-300) (variable display), and "face performance" is not executed in other cases. Also, when "high frequency" is set as the execution frequency of "face performance", "face performance" is executed 50% of the time when the first special chart is stopped and displayed with a jackpot pattern (jackpot pattern 101-300) (variable display), and "face performance" is not executed in other cases.
[0418] Incidentally, the "execution frequency change screen" is displayed when the effect button 10a and the jog shuttle 10b are operated simultaneously in the "non-play state", but this is not limited to this. For example, the "execution frequency change screen" may be displayed at the timing when the "non-play state" is entered. Also, the "execution frequency change screen" may be displayed based on the setting of the "non-electric support state" (at the timing when the non-electric support state is set). Also, the "execution frequency change screen" may be displayed based on the execution of a specific effect (for example, a face effect) (at the timing when the variable display of the special pattern in which the face effect is performed ends).
[0419] The display condition or frequency of the "execution frequency change screen" may correspond to the type of the "presentation mode" that is set. For example, when a "presentation mode" other than the "night mode" is set, the "execution frequency change screen" may be displayed based on the "non-play state", and when the "night mode" is set, the "execution frequency change screen" may be displayed based on the "non-electric support state" being set. When a "presentation mode" other than the "night mode" is set, the "execution frequency change screen" may be displayed each time the "non-play state" is reached, and when the "night mode" is set, the "execution frequency change screen" may be displayed when the "non-play state" is reached twice.
[0420] As described above, in the modified example 2 of the pachinko machine 1B, the execution frequency of the predetermined effect can be changed (adjusted). In this way, the predetermined effect can be performed at a frequency that corresponds to the player's preference.
[0421] The type of effect whose execution frequency can be changed may correspond to the "effect mode" that is set. For example, when the "morning mode" is set, the execution frequency of the "face effect" can be changed, but the execution frequency of the other effects cannot be changed; when the "day mode" is set, the execution frequency of the "SP reach effect D" can be changed, but the execution frequency of the other effects cannot be changed; and when the "night mode" is set, the execution frequency of the "character gathering effect" can be changed, but the execution frequency of the other effects cannot be changed. Of course, when the execution frequency of the "SP reach effect D" is changed, an "execution frequency change screen" for changing the execution frequency of the "SP reach effect D" is displayed, and when the execution frequency of the "character gathering effect" is changed, an "execution frequency change screen" for changing the execution frequency of the "character gathering effect" is displayed.
[0422] In this way, a player who wishes to change the frequency with which the "face effect" is executed can set (select) the "morning mode," a player who wishes to change the frequency with which the "SP reach effect D" is executed can set (select) the "day mode," and a player who wishes to change the frequency with which the "character gathering effect" is executed can set (select) the "night mode," thereby providing innovative gameplay and making it possible to increase interest in the game.
[0423] In addition, the "SP reach effect D," "character gathering effect," "effect suggesting state after jackpot," "effect displaying a "pigeon image," "effect displaying a "dragonfly image," "effect displaying a "bat image," and the "face effect" which suggests the same content as that of Pachinko machine 1 (the content described above using Figure 24) can also be considered as "suggestive effects."
[0424] The above describes examples in which the present invention is applied to pachinko machine 1B, variant 1 of pachinko machine 1B, and variant 2 of pachinko machine 1B. However, the present invention is not limited to these examples, and as long as it does not deviate from the scope of each claim, it is not limited to the wording of each claim, and extends to a range that a person skilled in the art can easily replace them, and improvements based on the knowledge that a person skilled in the art would normally have can be added as appropriate.
[0425] For example, in the above-mentioned pachinko machine 1B, modified example 1 of pachinko machine 1B, and modified example 2 of pachinko machine 1B, the "presentation mode" is set by the player's operation (operation of the presentation button 10a), but this is not limited to the above. For example, when a predetermined setting condition (change condition) is met, a predetermined "presentation mode" may be set (the "presentation mode" is changed). For example, a predetermined "presentation mode" may be set (the "presentation mode" is changed) based on the "non-play state". Also, a predetermined "presentation mode" may be set (the "presentation mode" is changed) based on the "non-electric support state" being set.
[0426] In addition, in the above-mentioned pachinko machine 1B, modified example 1 of pachinko machine 1B, and modified example 2 of pachinko machine 1B, examples have been described in which the "SP reach effect D", "character gathering effect", "effect suggesting state after big win", "effect displaying a pigeon image", "effect displaying a dragonfly image", "effect displaying a bat image", and "face effect" suggesting the same content as in pachinko machine 1 (content described above using FIG. 24) can be changed in execution possibility and execution frequency, but it is also possible to change the execution possibility and execution frequency of various other effects. For example, it is also possible to change the execution possibility and execution frequency of the hold effect, assuming that it is possible to execute a hold effect that suggests "expected big win" in the display mode of the hold image.
[0427] In the above-mentioned pachinko machine 1B, modified example 1 of pachinko machine 1B, and modified example 2 of pachinko machine 1B, an example was described in which the present invention is applied to the pachinko machine 1A that pays out game balls supplied from the island equipment of a game hall to give the player a profit (game value) as a result of the game. The present invention can also be applied to a type of game machine that gives a game profit in a form other than "paying out game balls". For example, the present invention can also be applied to a type of pachinko machine that gives a game profit (game value) to a player by storing data indicating the amount of profit (magnitude of game value) corresponding to the entrance of game balls into various ball entrances, and in this case, the same effect as the above-mentioned embodiment can be obtained. An example of a pachinko machine that converts gaming profits (gaming value) into digital data and awards them to players is a gaming machine that uses multiple gaming balls built into the machine by circulating them, specifically, a pachinko machine that is configured to return gaming balls that have been discharged onto the back of the gaming board through various ball inlets or outlets to the launch position and then launch them (a so-called sealed gaming machine).
[0428] <Gaming machines A1 to A9 that can be extracted from the above-described embodiments> The pachinko machines of the above-mentioned embodiments can be regarded as gaming machines A1 to A9 as follows.
[0429] <Amusement machine A1> <Summary> Based on the establishment of predetermined setting conditions, a predetermined number of timings from among multiple types of timings can be set as "timings for executing a specific effect." <Claim format> An identification information changing means capable of changing the identification information, which is a change display of the identification information; a specific game execution means for executing a specific game when the identifier is stopped and displayed in a specific manner by the variation of the identifier; A timing setting means for setting a predetermined number of timings from among a plurality of types of timings as execution timings of specific performances based on the establishment of a predetermined setting condition; a specific performance execution means for executing the specific performance at the predetermined number of timings set by the timing setting means as the execution timings of the specific performance; Equipped A gaming machine characterized by:
[0430] In such a gaming machine, a predetermined number of timings can be set as "timings to execute specific effects" from among a plurality of types of timings based on the establishment of a predetermined setting condition. This makes it possible to change the "timings to execute specific effects." This provides an element of surprise to the player, making it possible to increase the interest of the game.
[0431] <Amusement machine A2> <Summary> Subordinate to gaming machine A1. The specific effect is an effect that suggests that it has been determined that the identification information will be displayed in a static manner in a specific manner. <Claim format> In the gaming machine A1, The specific effect is an effect that suggests that the identification information is determined to be statically displayed in the specific manner. A gaming machine characterized by:
[0432] In such gaming machines, the specific effect is an effect (so-called confirmation effect) that suggests that it has been confirmed that the identification information will be stopped and displayed in a specific manner, and is therefore an effect that attracts a great deal of attention from the player. And such a specific effect (so-called confirmation effect) that attracts a great deal of attention from the player would naturally be executed at a fixed timing. In this way, the specific effect (so-called confirmation effect) attracts a great deal of attention from the player and is an effect that would be executed at a fixed timing, but in this gaming machine, the execution timing of this effect can be changed, so that it is possible to provide an element of surprise to the player and increase the interest in the game.
[0433] <Amusement machine A3> <Summary> Subordinate to gaming machine A1 and gaming machine A2. The "timing of executing a specific effect" may be set to "the timing when the game ball enters a specified ball entrance" or "the timing when the variation of the identification information begins." <Claim format> In gaming machine A1 or gaming machine A2, The timing setting means may set the timing when a game ball enters a predetermined ball entrance as the execution timing of the specific performance, or may set the timing when the variation of the identification information starts. A gaming machine characterized by:
[0434] In such a gaming machine, during a period (also referred to as a "first period" in this specification) in which "the timing at which a gaming ball enters a designated ball entrance" is set as the "timing at which a specific effect is executed," the specific effect is executed at "the timing at which a gaming ball enters a designated ball entrance," and during a period (also referred to as a "second period" in this specification) in which "the timing at which the identification information starts to change" is set as the "timing at which a specific effect is executed," the specific effect is executed at "the timing at which the identification information starts to change."
[0435] Here, the "timing at which the game ball enters the designated ball entrance" and the "timing at which the identification information starts to vary" are both timings that are easy for the player to recognize. In this regard, in this gaming machine, among such timings that are easy for the player to recognize, a specific effect is executed at one timing in the "first period" and a specific effect is executed at the other timing in the "second period". This makes it easy for the player to recognize that the "timing at which the specific effect is executed" is different between the "first period" and the "second period", making it possible to increase the interest in the game.
[0436] <Amusement machine A4> <Summary> Subordinate to gaming machine A1 and gaming machine A2. The "timing for executing a specific effect" may be set to "the timing when the game ball enters a specified ball entry opening" or "the timing when a reach effect is started." <Claim format> In gaming machine A1 or gaming machine A2, The timing setting means may set the timing when a game ball enters a predetermined ball entrance as the execution timing of the specific performance, or may set the timing when a reach performance starts. A gaming machine characterized by:
[0437] In such a gaming machine, during a period (also referred to as a "first period" in this specification) in which "the timing at which a gaming ball enters a designated ball entrance" is set as the "timing at which a specific effect is executed," a specific effect is executed at "the timing at which a gaming ball enters a designated ball entrance," and during a period (also referred to as a "third period" in this specification) in which "the timing at which a reach effect is started" is set as the "timing at which a specific effect is executed," a specific effect is executed at "the timing at which a reach effect is started."
[0438] Here, the "timing when the game ball enters the designated ball entrance" and the "timing when the reach effect starts" are both timings that are easy for the player to recognize. In this regard, in this gaming machine, among such timings that are easy for the player to recognize, the specific effect is executed at one timing in the "first period" and the specific effect is executed at the other timing in the "third period". Therefore, it is possible to make it easy for the player to recognize that the "execution timing of the specific effect" is different between the "first period" and the "third period", and it is possible to increase the interest in the game.
[0439] <Amusement machine A5> <Summary> Subordinate to gaming machine A1 and gaming machine A2. The "timing of execution of a specific effect" may be set to "the timing at which variation of identification information begins" or to "the timing at which a reach effect begins." <Claim format> In gaming machine A1 or gaming machine A2, The timing setting means may set the timing at which the variation of the identification information starts, or may set the timing at which the reach effect starts, as the execution timing of the specific effect. A gaming machine characterized by:
[0440] In such a gaming machine, during a period (also referred to as a "second period" in this specification) in which the "timing at which the identification information starts to vary" is set as the "timing at which the specific effect is executed," the specific effect is executed at the "timing at which the identification information starts to vary," and during a period (also referred to as a "third period" in this specification) in which the "timing at which the reach effect starts" is set as the "timing at which the specific effect is executed," the specific effect is executed at the "timing at which the reach effect starts."
[0441] Here, both the "timing at which the identification information variation starts" and the "timing at which the reach effect starts" are timings that are easy for the player to recognize. In this regard, in this gaming machine, among such timings that are easy for the player to recognize, the specific effect is executed at one timing in the "second period" and the specific effect is executed at the other timing in the "third period". Therefore, it is possible to make it easy for the player to recognize that the "execution timing of the specific effect" is different between the "second period" and the "third period", and it is possible to increase the interest in the game.
[0442] <Amusement machine A6> <Summary> Subordinate to gaming machine A1 and gaming machine A2. There are cases where the "timing of executing a specific effect" is set to the "timing of the first number" or the "timing of the second number." <Claim format> In gaming machine A1 or gaming machine A2, The timing setting means may set a first number of timings or a second number of timings as the execution timing of the specific effect. A gaming machine characterized by:
[0443] In such a gaming machine, in a period (also referred to herein as a "first period") in which a "first number of timings" is set as the "timing for executing a specific effect", a specific effect is executed at the "first number of timings", and in a period (also referred to herein as a "second period") in which a "second number of timings" is set as the "timing for executing a specific effect", a specific effect is executed at the "second number of timings". Therefore, the execution frequency of a specific effect can be made different between the "first period" and the "second period", which can increase the interest in playing the game.
[0444] <Amusement machine A7> <Summary> Subordinate to gaming machines A1 to A6. The predetermined set condition is that a specific operation is performed by the player. <Claim format> In any one of the gaming machines A1 to A6, The predetermined setting condition is that a specific operation is performed by the player. A gaming machine characterized by:
[0445] In such gaming machines, when a player performs a specific operation, the "execution timing of a specific effect" is set. Therefore, the player can set the desired timing as the "execution timing of a specific effect", which can increase the interest in the game.
[0446] <Amusement machine A8> <Summary> Subordinate to gaming machines A1 to A6. The predetermined setting condition is that a specific game is played. <Claim format> In any one of the gaming machines A1 to A6, The predetermined setting condition is that the specific game is played. A gaming machine characterized by:
[0447] In such a gaming machine, when a specific game is played, the "execution timing of the specific effect" is set. Therefore, when a specific game is played, the player can pay attention to what timing is set as the "execution timing of the specific effect", which can increase the interest of the player in the game.
[0448] In addition, for players who are expecting a change (new setting) in the "timing of execution of a specific effect," it is possible to realize a novel gameplay that makes them look forward to a specific game being played, thereby making it possible to increase interest in the game.
[0449] <Amusement machine A9> <Summary> Subordinate to gaming machines A1 to A6. The predetermined setting condition is that the number of times the identification information variation is executed reaches a specific number. <Claim format> In any one of the gaming machines A1 to A6, The predetermined setting condition is that the number of executions of the identification information variation reaches a specific number. A gaming machine characterized by:
[0450] In such a gaming machine, when the number of times that the identification information variation is executed reaches a specific number, a "timing for executing a specific effect" is set. Therefore, when the number of times that the identification information variation is executed reaches a specific number, it is possible to draw the player's attention to what timing is set as the "timing for executing a specific effect," thereby making it possible to increase the player's interest in the game.
[0451] In addition, for players who are expecting a change (new setting) in the "timing of executing a specific effect," it is possible to realize a novel gameplay feature in which the player is made to expect that the number of times the identification information variation is executed will reach a specific number, thereby making it possible to increase interest in the game.
[0452] <Gaming machines B1 to B5 that can be extracted from the above-described embodiments> The pachinko machine of the above-mentioned embodiment can be regarded as the following gaming machines B1 to B5.
[0453] <Gaming machine B1> <Summary> A first mode and a second mode can be set as the presentation mode relating to the execution manner of a specific presentation. In the "state in which the first mode is set," if the identification information is displayed in a winning manner when a specific presentation is performed, it is determined that a second winning game (a winning game advantageous to the player) will be played. When the second mode is set, the special effects are not executed. <Claim format> An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with As the winning game, at least a first winning game and a second winning game which is more advantageous to the player than the first winning game can be executed; As a performance mode related to the execution mode of a specific performance, a predetermined mode can be selected and set from a plurality of modes including at least a first mode and a second mode; In a state where the first mode is set, when the specific performance is performed and the identification information is displayed in the winning mode, the first winning game is not performed and the second winning game is performed as the winning game. When the second mode is set, the specific performance is not executed. A gaming machine characterized by:
[0454] In such a gaming machine, when the "second mode is set", the specific effect is not executed, but when the "first mode is set", if the identification information is displayed in a winning state when the specific effect is performed, it is determined that the second winning game (a winning game advantageous to the player) will be performed. Therefore, in the "first mode is set", it is possible to realize a novel gameplay in which the player can be made to strongly expect the identification information to be displayed in a winning state when the specific effect is performed, compared to when the specific effect is not performed.
[0455] <Gaming Machine B2> <Summary> A first mode and a second mode can be set as the presentation mode relating to the execution manner of a specific presentation. In the "state in which the first mode is set," if the identification information is displayed in a winning manner when a specific presentation is performed, it is determined that a second winning game (a winning game advantageous to the player) will be played. In the "state in which the second mode is set," even if the identification information is displayed in a winning state when a specific presentation is performed, not only the second winning game but also the first winning game (a winning game that is disadvantageous to the player) may be played. <Claim format> An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with As the winning game, at least a first winning game and a second winning game which is more advantageous to the player than the first winning game can be executed; As a performance mode related to the execution mode of a specific performance, a predetermined mode can be selected and set from a plurality of modes including at least a first mode and a second mode; In a state where the first mode is set, when the specific performance is performed and the identification information is displayed in the winning mode, the first winning game is not performed and the second winning game is performed as the winning game. In the state where the second mode is set, when the specific performance is performed and the identification information is displayed in the winning mode, not only the second winning game but also the first winning game may be performed as the winning game. A gaming machine characterized by:
[0456] In such a gaming machine, in the "state in which the second mode is set", even if the identification information is displayed in a winning manner when a specific presentation is performed, a first winning game (a winning game disadvantageous to the player) may be performed, but in the "state in which the first mode is set", if the identification information is displayed in a winning manner when a specific presentation is performed, it is determined that a second winning game (a winning game advantageous to the player) will be performed. Therefore, it is possible to realize a novel gameplay in which the player can be made to strongly expect the identification information to be displayed in a winning manner when a specific presentation is performed in the "state in which the first mode is set" compared to when a specific presentation is performed in the "state in which the second mode is set".
[0457] <Gaming Machine B3> <Summary> A first mode and a second mode can be set as the presentation mode relating to the execution manner of a specific presentation. In the "state in which the first mode is set," if the identification information is displayed in a winning manner when a specific presentation is performed, it is determined that a second winning game (a winning game advantageous to the player) will be played. In the "state in which the second mode is set", when a specific performance is performed, it is determined that the identification information will be displayed in a winning manner. <Claim format> An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with As the winning game, at least a first winning game and a second winning game which is more advantageous to the player than the first winning game can be executed; As a performance mode related to the execution mode of a specific performance, a predetermined mode can be selected and set from a plurality of modes including at least a first mode and a second mode; In a state where the first mode is set, when the specific performance is performed and the identification information is displayed in the winning mode, the first winning game is not performed and the second winning game is performed as the winning game. In the state where the second mode is set, when the specific performance is performed, the identification information is displayed as a winning state. A gaming machine characterized by:
[0458] In such a gaming machine, if the identification information is displayed in a winning manner when a specific presentation is performed in the "state in which the first mode is set", it is determined that a second winning game (a winning game advantageous to the player) will be performed, and if the identification information is displayed in a winning manner when a specific presentation is performed in the "state in which the second mode is set", it is determined that the identification information will be displayed in a winning manner. Therefore, it is possible to realize a novel gameplay in which the player has a strong expectation that the identification information will be displayed in a winning manner when a specific presentation is performed in the "state in which the first mode is set", and can be made to recognize that the identification information will be displayed in a winning manner when a specific presentation is performed in the "state in which the second mode is set".
[0459] <Gaming Machine B4> <Summary> A first mode and a second mode can be set as the presentation mode relating to the execution manner of a specific presentation. In the "state in which the first mode is set," if the identification information is displayed in a winning state when a specific presentation is performed at the first timing, it is determined that a second winning game (a winning game advantageous to the player) will be played. In the "state in which the second mode is set," if the identification information is displayed in a winning state when a specific presentation is performed at the second timing, it is determined that a second winning game (a winning game advantageous to the player) will be played. <Claim format> An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with As the winning game, at least a first winning game and a second winning game which is more advantageous to the player than the first winning game can be executed; As a performance mode related to the execution mode of a specific performance, a predetermined mode can be selected and set from a plurality of modes including at least a first mode and a second mode; In a state where the first mode is set, when the specific performance is performed at a first timing and the identification information is displayed in the winning mode, the first winning game is not performed and the second winning game is performed as the winning game. In a state where the second mode is set, when the specific performance is performed at the second timing, if the identification information is displayed in the winning mode, the first winning game is not performed, and the second winning game is performed as the winning game. A gaming machine characterized by:
[0460] In such a gaming machine, if the identification information is displayed in a winning manner when a specific presentation is performed at a first timing in the "state in which the first mode is set", it is determined that a second winning game (a winning game advantageous to the player) will be played, and if the identification information is displayed in a winning manner when a specific presentation is performed at a second timing in the "state in which the second mode is set", it is determined that a second winning game (a winning game advantageous to the player) will be played. Therefore, it is possible to realize a novel gameplay in which the player is made to strongly expect that the identification information will be displayed in a winning manner when a specific presentation is performed at a first timing in the "state in which the first mode is set", and the player is made to strongly expect that the identification information will be displayed in a winning manner when a specific presentation is performed at a second timing in the "state in which the second mode is set".
[0461] <Amusement machine B5> <Summary> If the identification information is displayed in a winning mode when the specific performance is performed, it is determined that a second winning game (a winning game advantageous to the player) will be played. A first mode and a second mode can be set as the presentation mode relating to the execution manner of a specific presentation. In the "state in which the first mode is set," a specific effect is executed with a first frequency. In the "state in which the second mode is set," the specific effect is executed at a second frequency. <Claim format> An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with As the winning game, at least a first winning game and a second winning game which is more advantageous to the player than the first winning game can be executed; When the identification information is displayed in the winning mode when a specific performance is performed, the first winning game is not performed and the second winning game is performed as the winning game. As a performance mode related to the execution mode of the specific performance, a predetermined mode can be selected and set from a plurality of modes including at least a first mode and a second mode, When the first mode is set, the specific performance is executed at a first frequency, When the second mode is set, the specific effect is executed at a second frequency. A gaming machine characterized by:
[0462] In such a gaming machine, if the identification information is displayed in a winning mode when a specific performance is performed, it is determined that a second winning game (a winning game advantageous to the player) will be performed. For this reason, when a specific performance is performed, the player will have a strong expectation that the identification information will be displayed in a winning mode. Such a specific performance is performed with a first frequency in the "state in which the first mode is set," and is performed with a second frequency in the "state in which the second mode is set." For this reason, the frequency with which the player has the above-mentioned expectation can be made different between the "state in which the first mode is set" and the "state in which the second mode is set," making it possible to increase the player's interest in the game.
[0463] <Gaming machines C1 to C6 that can be extracted from the above-described embodiments> The pachinko machines of the above-mentioned embodiments can be regarded as gaming machines C1 to C6 as follows.
[0464] <Gaming machine C1> <Summary> The presentation mode can be set to either mode 1 or mode 2. When the "first mode is set," the identification information is displayed superimposed on the first background image, and the first suggestive performance can be executed. When the "second mode is set," the identification information is displayed superimposed on the second background image, and the second suggestive performance can be executed. <Claim format> An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with It is possible to execute suggestive effects that suggest content related to the progress of the game. A gaming machine, As the rendering mode, a predetermined mode can be selected and set from a plurality of modes including at least a first mode and a second mode; In a state in which the first mode is set, the identification information is displayed superimposed on a first background image, and a first suggestion effect can be executed as the suggestion effect; In a state in which the second mode is set, the identification information is displayed superimposed on a second background image, and a second suggestive performance can be executed as the suggestive performance. A gaming machine characterized by:
[0465] In such a gaming machine, a first background image is displayed in the "state in which the first mode is set" as a background image on which the identification information is superimposed, and a second background image is displayed in the "state in which the second mode is set...
Claims
1. An identification information changing means for executing an identification information change which is a change display of the identification information; A winning game execution means for executing a winning game when the identification information is displayed in a winning mode by the variation of the identification information; Equipped with It is possible to execute suggestive effects that suggest content related to the progress of the game. A gaming machine, A predetermined mode can be selected and set from a plurality of modes including at least a first mode and a second mode as a performance mode that specifies the execution mode of the performance; When the first mode is set, a first suggestion effect can be executed as the suggestion effect, In a state where the second mode is set, a second suggestion effect can be executed as the suggestion effect. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, The same effect can be executed as the suggestion effect in both a state in which the first mode is set and a state in which the second mode is set, When the same presentation is performed, the content suggested when the first mode is set and the content suggested when the second mode is set are different from each other. A gaming machine characterized by:
3. 2. The gaming machine according to claim 1, The same effect can be executed as the suggestion effect in both a state in which the first mode is set and a state in which the second mode is set, The execution conditions for the same performance are different between the state in which the first mode is set and the state in which the second mode is set. A gaming machine characterized by:
4. 2. The gaming machine according to claim 1, The same effect can be executed as the suggestion effect in both a state in which the first mode is set and a state in which the second mode is set, In a state in which the first mode is set, the same presentation can be executed based on a player operation, In the state where the second mode is set, the same effect can be executed regardless of whether or not the player performs an operation. A gaming machine characterized by:
5. 2. The gaming machine according to claim 1, A special effect can be executed as the suggestion effect, When the first mode is set, the special effect can be executed based on a player's operation, When the second mode is set, the special effects cannot be executed regardless of whether the player performs an operation. A gaming machine characterized by:
6. 2. The gaming machine according to claim 1, The same effect can be executed as the suggestion effect in both a state in which the first mode is set and a state in which the second mode is set, The execution frequency of the same effect in the first mode may be changed based on a player operation, The execution frequency of the same effect when the second mode is set is not changed based on the player's operation. A gaming machine characterized by:
Citation Information
Patent Citations
Pinball game machine
JP2008178756A