Game machine
The gaming machine addresses the lack of clarity in effect control after power-off by implementing specific gaming states and display controls, resulting in enhanced user engagement and amusement value.
Patent Information
- Application Number
- JP2023190090
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-07
- Publication Date
- 2025-05-19
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack clarity in their effect control mechanisms after power-off, leaving room for improvement in terms of user experience and game engagement.
The gaming machine incorporates power supply means, setting means for multiple gaming states, and display control means. After power-on, the machine can be in one of two gaming states, with the display control performing specific displays based on these states, enhancing user interaction.
This configuration enhances the amusement value of the game by providing clear and engaging visual displays post-power-on, thereby improving user satisfaction and game experience.
Smart Images

Figure 2025077701000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko gaming machine.
Background Art
[0002] Conventionally, there has been known a gaming machine in which an effect control unit performs effect control based on a signal related to a gaming state from a main control unit after power-off (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, it is unclear what specific effect control is performed by the gaming machine described in Patent Document 1 after power-off, and there is room for improvement.
Means for Solving the Problems
[0005] The gaming machine disclosed in this specification includes power supply means capable of turning on the power, setting means for setting one gaming state from a plurality of gaming states including a first gaming state and a second gaming state, display control means for performing a predetermined display using a display unit, and is characterized in that after the power is turned on, the gaming state may be the first gaming state or the second gaming state, the display control means does not perform the predetermined display when the gaming state after the power is turned on is the first gaming state, while when the gaming state after the power is turned on is the second gaming state, the predetermined display is performed from after the power is turned on until before the end of a predetermined recovery process.
Effects of the Invention
[0006] According to the present invention, it is possible to provide a gaming machine that contributes to enhancing the amusement of the game.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the drawings referred to, the same parts are denoted by the same reference numerals, and redundant descriptions regarding the same parts are omitted in principle. In this specification, for the sake of simplicity of description, the name of information, signal, physical quantity, member, etc. may be omitted or abbreviated by indicating a symbol or reference numeral for referring to the information, signal, physical quantity, member, etc. Further, if there is an arbitrary flowchart hereinafter, in the flowchart, the plurality of processes in an arbitrary plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where no contradiction occurs in the processing content.
[0009] <Basic Embodiment> Next, a first embodiment of the gaming machine of the present invention will be described. First, a basic embodiment that forms the basis of the first embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left-right, up-down directions of each part of the pachinko gaming machine PY1 are the left-right, up-down directions (in a front view) for a player facing the pachinko gaming machine PY1. Also, "forward" is the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "backward" is the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.
[0010] 1. Structure of the Gaming Machine First, the structure of the pachinko gaming machine PY1 will be described with reference to FIG. 1. FIG. 1 is a front view of the pachinko gaming machine PY1.
[0011] The pachinko gaming machine PY1 includes an outer frame 22 attached to the island structure of the pachinko parlor, and a front door 23 attached to the outer frame 22 so as to be openable and closable. The front door 23 includes a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be openable and closable. Further, the front frame 23m includes a transparent plate 23t having transparency, and through the transparent plate 23t, the game board 1 can be visually recognized from the front (the player side).
[0012] Also, the front door 23 includes an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the lower part of the front door 23 and stores the game balls supplied to the handle 72k. The handle 72k is installed at the lower right part of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0013] Further, the front door 23 includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined emission color, and a frame movable body 58k capable of operating in a predetermined operation mode. The speakers 52 are installed at the upper left and upper right portions of the front door 23 and output, for example, BGM (Back Ground Music), sound effects, and the like. The frame lamps 53 are installed at the left and right portions of the front door 23 around the transparent plate 23t and are composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper portion of the front door 23. Further, the frame movable body 58k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor as shown in FIG. 1, for example. Note that the movement of the frame movable body 58k may be other than up and down movement.
[0014] Further, the front door 23 includes a normal button 40 operable by a player and a special button 41 operable by the player. The normal button 40 and the special button 41 are composed of, for example, a button having a pressed surface, a lever having a gripping portion, and the like. The normal button 40 includes a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and vibrating by the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and vibrating by the vibration motor. Note that the normal button 40 or the special button 41 may be configured to be operable in a predetermined operation mode (for example, rotation, protrusion, etc.) or may be configured by a cross key, a touch panel, or the like.
[0015] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board mounting frame 2A will be described with reference to FIG. 2. FIG. 2 is a front view of the game board 1.
[0016] The game board 1 is provided with a game area 6 where the game balls launched by the operation of the handle 72k can flow down (fall). In the game area 6, game pins (not shown) that change the flowing direction of the game balls are installed, and a winning device into which the game balls can win (enter or pass through) is installed. The winning device includes a general winning port 10, a first start port 11, a second start port 12, a gate 13, a first big winning port 14, and a second big winning port 15. Each of the winning devices is equipped with a detection sensor that detects the entry or passage of the game balls.
[0017] The first start port 11 is installed at the lower part of the game area 6 so that the game balls can enter. When the game balls enter the first start port 11 in the pachinko game machine PY1, a predetermined number (for example, 3) of game balls are paid out as prize balls to the upper tray 34. Also, when the game balls enter the first start port 11 in the pachinko game machine PY1, the pachinko game machine PY1 acquires the right to receive a jackpot determination described later. The first start port 11 is always configured so that the ease of entry of the game balls remains unchanged.
[0018] The second start port 12 is installed below the first start port 11 at the lower part of the game area 6 so that the game balls can enter. When the game balls enter the second start port 12 in the pachinko game machine PY1, a predetermined number (for example, 1) of game balls are paid out as prize balls to the upper tray 34. Also, when the game balls enter the second start port 12 in the pachinko game machine PY1, the pachinko game machine PY1 acquires the right to receive a jackpot determination in the same way as when the game balls enter the first start port 11. Different from the first start port 11, the second start port 12 is provided with an opening / closing member 12k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko game machine PY1 can make the second start port 12 be in either a closed state (closed state) where the game balls do not enter or hardly enter the second start port 12 or an open state (open state) where the game balls enter the second start port 12 more easily than in the closed state by opening and closing the opening / closing member 12k using the opening / closing solenoid.
[0019] Gate 13 is installed in the right part of the game area 6 so that the game balls can pass through. When the game ball passes through Gate 13, the pachinko gaming machine PY1 acquires the right to receive the hit determination described later. Note that even when the game ball passes through Gate 13, the pachinko gaming machine PY1 does not pay out prize balls to the upper tray 34.
[0020] The first large winning opening 14 is installed in the lower right part of the game area 6 so that the game balls can enter. When the game ball enters the first large winning opening 14, the pachinko gaming machine PY1 pays out a predetermined number (for example, 15) of game balls as prize balls to the upper tray 34. The first large winning opening 14 includes an openable and closable first opening / closing door 14k and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 opens and closes the first opening / closing door 14k using the opening / closing solenoid to set it either to a closed state (closed mouth state) in which game balls cannot enter the first large winning opening 14 or to an open state (open state) in which game balls can enter.
[0021] The second large winning opening 15 is installed in the lower right part of the game area 6, below the first large winning opening 14, so that the game balls can enter. When the game ball enters the second large winning opening 15, the pachinko gaming machine PY1 pays out a predetermined number (for example, 15) of game balls as prize balls to the upper tray 34. The second large winning opening 15 includes an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid to set it either to a closed state (closed mouth state) in which game balls cannot enter the second large winning opening 15 or to an open state (open state) in which game balls can enter.
[0022] The general winning opening 10 is installed in the lower left part and the lower right part of the game area 6 so that the game balls can enter. When the game ball enters the general winning opening 10, the pachinko gaming machine PY1 pays out a predetermined number (for example, 5) of game balls as prize balls to the upper tray 34.
[0023] Also, an out port 19 is installed at the lowermost part of the game area 6, and game balls that have not won in any of the general winning ports 10, the first start port 11, the second start port 12, the first big winning port 14, and the second big winning port 15 are discharged from the pachinko machine PY1 through the out port 19.
[0024] In addition, the game board 1 includes an image display device 50 capable of displaying a predetermined effect display, a board lamp 54 capable of emitting light in a predetermined emission color, and a movable body 55k on the board capable of operating in a predetermined operation mode. The image display device 50 is installed at the central part of the game board 1 and includes a display part 50a composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display part 50a and is composed of, for example, a plurality of LEDs. The movable body 55k on the board is installed in front of and above the display part 50a. The movable body 55k on the board includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. Note that the movement of the movable body 55k on the board may be other than up and down movement.
[0025] Also, the game board 1 includes displays 8 for notifying the state of the pachinko machine PY1. The displays 8 are installed at the lower left part of the game board 1 and are composed of, for example, a plurality of LEDs. The pachinko machine PY1 notifies the player of the game state of the pachinko machine PY1 (variable display and stop display in the special drawing, variable display and stop display in the general drawing, special drawing 1 reserve number, special drawing 2 reserve number, general drawing reserve number, etc., which will be described later) by a combination of lighting, blinking, and extinguishing of the plurality of LEDs.
[0026] 3. Basic Game Next, the basic game of the pachinko machine PY1 will be described. The pachinko machine PY1 can execute a special drawing game and a general drawing game using game balls launched by operating the handle 72k.
[0027] 3-1. Special Drawing Game When a winning occurs in the first start port 11 or the second start port 12 of the pachinko gaming machine PY1 for a game ball, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko gaming machine PY1 performs variable display of a special figure according to the result of the jackpot determination. The mode of the variable display of the special figure (also referred to as "variable display time") differs depending on the type of the variation pattern described later.
[0028] The right to receive a jackpot determination is, for example, a random number value, and the pachinko gaming machine PY1 performs a jackpot determination based on the acquired random number value. The jackpot determination is to determine whether to conduct a jackpot game. If a jackpot game is conducted, it is a jackpot win; if a minor win game is conducted, it is a minor win; if neither a jackpot game nor a minor win game is conducted, it is a loss.
[0029] When the pachinko gaming machine PY1 performs a jackpot determination due to a winning in the first start port 11 of the game ball, it performs variable display of the first special figure. The variable display of the first special figure is, for example, a display in which two LEDs in the upper left part of the display devices 8 blink. When the variable display time corresponding to the type of the variation pattern has elapsed, the pachinko gaming machine PY1 performs stop display of the first special figure in a mode indicating the result of the jackpot determination. As the mode of the stop display of the first special figure, there are a mode indicating a jackpot win (for example, two LEDs in the upper left part are lit), a mode indicating a minor win (for example, only one of the LEDs in the upper left part is lit), and a mode indicating a loss (for example, only the other LED in the upper left part is lit).
[0030] On the one hand, when the pachinko gaming machine PY1 performs a jackpot determination upon winning of a game ball in the second start port 12, it performs a variable display of the second special figure. The variable display of the second special figure is, for example, a display in which two LEDs in the lower left part of the display devices 8 blink. When the variable display time corresponding to the type of the variable pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the second special figure in a manner indicating the result of the jackpot determination. As the mode of the stop display of the second special figure, there are a mode indicating a jackpot win (for example, two LEDs in the lower left part are lit), a mode indicating a minor win (for example, only one of the LEDs in the lower left part is lit), and a mode indicating a loss (for example, only the other LED in the lower left part is lit).
[0031] Also, when a game ball wins in the first start port 11 during the variable display of the special figure, the pachinko gaming machine PY1 performs a pre-reading determination described later and stores, as a reservation for special figure 1, the right to receive the obtained jackpot determination. On the other hand, when a game ball wins in the second start port 12 during the variable display of the special figure, the pachinko gaming machine PY1 performs a pre-reading determination and stores, as a reservation for special figure 2, the right to receive the obtained jackpot determination. The pachinko gaming machine PY1 can store the reservation for special figure 1 and the reservation for special figure 2 up to a predetermined number (for example, 4 for the reservation for special figure 1 and 4 for the reservation for special figure 2). After the stop display of the special figure, the pachinko gaming machine PY1 performs a jackpot determination for the reservation for special figure 1 and the reservation for special figure 2. When the reservation for special figure 1 and the reservation for special figure 2 are stored simultaneously, the jackpot determination for the reservation for special figure 2 may be preferentially performed, or the jackpot determination for the reservation for special figure 1 may be preferentially performed, or the jackpot determination may be performed in the order in which they are stored.
[0032] The pre-reading determination is to pre-determine whether a jackpot game will be played (whether a jackpot win will be determined in the jackpot determination) before the jackpot determination. If a jackpot game is played, it is considered a pre-reading win, and if a jackpot game is not played, it is considered a pre-reading loss. When a plurality of types of variable patterns can be determined, in the pre-reading determination, a variable pattern pre-determination for pre-determining the variable pattern to be determined may be performed.
[0033] When the pachinko gaming machine PY1 stores the reservation of Special Figure 1 or the reservation of Special Figure 2, it notifies the player of the number. The number of reserved Special Figure 1 is notified, for example, by lighting or flashing two LEDs in the upper middle part of the display devices 8. When the number of reserved Special Figure 1 is "1", only one LED lights up; when the number of reserved Special Figure 1 is "2", only two LEDs light up; when the number of reserved Special Figure 1 is "3", only one LED flashes; when the number of reserved Special Figure 1 is "4", only two LEDs flash. On the other hand, the number of reserved Special Figure 2 is notified, for example, by lighting or flashing two LEDs in the lower middle part of the display devices 8. When the number of reserved Special Figure 2 is "1", only one LED lights up; when the number of reserved Special Figure 2 is "2", only two LEDs light up; when the number of reserved Special Figure 2 is "3", only one LED flashes; when the number of reserved Special Figure 2 is "4", only two LEDs flash.
[0034] Also, after the pachinko gaming machine PY1 stops and displays the First Special Figure or the Second Special Figure in a manner indicating a jackpot win, it conducts a jackpot game. The jackpot game, details of which will be described later, is a game in which a plurality of (for example, 10) round games in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened are conducted. Since the jackpot game gives the player an opportunity to win a game ball (an opportunity to receive bonus balls) by opening the First Big Prize Opening 14 or the Second Big Prize Opening 15, it is a game advantageous to the player. Note that the jackpot game ends when all of the plurality of round games are conducted.
[0035] On the other hand, after the pachinko gaming machine PY1 stops and displays the First Special Figure or the Second Special Figure in a manner indicating a minor win, it conducts a minor win game. The minor win game, details of which will be described later, is a game in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened for a predetermined time (for example, 5 seconds). Since the minor win game gives the player an opportunity to win a game ball (an opportunity to receive bonus balls) by opening the First Big Prize Opening 14 or the Second Big Prize Opening 15, it is a game advantageous to the player.
[0036] 3-2. General Figure Game When a game ball passes through gate 13 of the pachinko machine PY1, the pachinko machine PY1 acquires the right to receive a winning determination and makes a winning determination based on the acquired right. Then, the pachinko machine PY1 performs variable display of the general pattern according to the result of the winning determination.
[0037] The winning determination determines whether to perform an auxiliary game. If an auxiliary game is performed, it is considered a winning selection, and if no auxiliary game is performed, it is considered a loss.
[0038] When the pachinko machine PY1 makes a winning determination by a game ball winning through gate 13, it performs variable display of the general pattern. The variable display of the general pattern is a display in which a plurality of LEDs in the upper right part of the display devices 8 blink. When a predetermined time has elapsed since the start of the variable display of the general pattern, the pachinko machine PY1 performs stop display of the general pattern in a mode indicating the result of the winning determination. As modes of the stop display of the general pattern, there are a mode indicating a winning selection (for example, all LEDs are lit) and a mode indicating a loss (for example, only one LED is lit).
[0039] Also, when a game ball wins through gate 13 during the variable display of the general pattern, the pachinko machine PY1 stores the acquired right to receive a winning determination as a general pattern hold. The pachinko machine PY1 can store up to a predetermined number (for example, 2) of general pattern holds. After the stop display of the general pattern, the pachinko machine PY1 makes a winning determination for the general pattern hold.
[0040] When the pachinko machine PY1 stores a general pattern hold, it notifies the player of the number. The number of general pattern holds is notified by the lighting of a plurality of LEDs in the lower right part of the display devices 8. For example, when the number of general pattern holds is "1", only one LED is lit, and when the number of general pattern holds is "2", only two LEDs are lit.
[0041] After the normal diagram is stopped and displayed in a manner indicating a winning hit in the pachinko gaming machine PY1, an auxiliary game is played. The auxiliary game, details of which will be described later, is a game in which the second start port 12 is opened for a predetermined time (for example, 3.5 seconds). Since the auxiliary game provides an opportunity for a game ball to win a prize in the second start port 12 (an opportunity for a prize ball, an opportunity to acquire the right to receive a big win determination), it is a game advantageous to the player.
[0042] 4. Game state Next, the game state of the pachinko gaming machine PY1 will be described with reference to Fig. 3(A). Fig. 3(A) is a diagram showing the game states that the pachinko gaming machine PY1 can take. As shown in Fig. 3(A), except for the big win game state in which a big win game is played, the pachinko gaming machine PY1 can take one or more of the four types of game states: "low probability low base game state" (also referred to as "normal game state"), "low probability high base game state" (also referred to as "time-saving game state"), "high probability low base game state" (also referred to as "hidden probability game state"), and "high probability high base game state" (also referred to as "probability change game state").
[0043] The "low probability low base game state" is the game state in the initial state of the pachinko gaming machine PY1. The pachinko gaming machine PY1 can set the game state to the initial state by operating an initialization switch (also referred to as a "RAM clear switch") (not shown) provided on the back of the front door 23.
[0044] The "low probability high base game state" is a game state that may be taken after the big win game state and continues until a predetermined time-saving end condition is satisfied. The predetermined time-saving end condition includes that a big win game is played and that the number of variable displays of the special diagram reaches a predetermined number (for example, 200 times).
[0045] In addition, the "low-probability high-base game state" may be assumed even when a specific loss occurs in the jackpot determination in the "low-probability low-base game state". Specific losses include the loss at a specific number of times (for example, 900 times) when all jackpot determinations result in losses in a predetermined specific number of times, and losses at a specific ratio (for example, 1 / 200) of the losses in jackpot determinations. The pachinko machine PY1 enters the "low-probability high-base game state" after the variable display of the special symbol that has resulted in a specific loss ends (after the stopped display of the special symbol). The "low-probability high-base game state" in this case also continues until a predetermined time-shortening end condition is satisfied, similar to the case when it becomes the "low-probability high-base game state" after the jackpot game state.
[0046] The "high-probability low-base game state" is a game state that may occur after the jackpot game state and continues until a predetermined potential-probability end condition is satisfied. The predetermined potential-probability end conditions include that a jackpot game is played and the number of variable displays of the special symbol reaches a predetermined number of times (for example, 200 times). During the jackpot game, the game ball may pass through a specific area provided inside the first major winning opening 14 or the second major winning opening 15 to enter the "high-probability low-base game state".
[0047] The "high-probability high-base game state" is a game state that may occur after the jackpot game state and continues until a predetermined probability-variable end condition is satisfied. The predetermined probability-variable end conditions include that a jackpot game is played and the number of variable displays of the special symbol reaches a predetermined number of times (for example, 100 times). During the jackpot game, the game ball may pass through a specific area provided inside the first major winning opening 14 or the second major winning opening 15 to enter the "high-probability high-base game state".
[0048] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (for example, 1 / 300), and the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (for example, 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player regarding the jackpot winning probability than the "low probability low base game state" and the "low probability high base game state".
[0049] Also, the "low probability low base game state" and the "high probability low base game state" belong to the non-time shortening state where it is difficult or impossible for the game ball to win in the second start port 12 (for example, the state where it is difficult or impossible to win in the hit determination or the state where the opening time of the second start port 12 is relatively short), and the "low probability high base game state" and the "high probability high base game state" belong to the time shortening state where it is easy for the game ball to win in the second start port 12 (for example, the state where it is easy to win in the hit determination or the state where the opening time of the second start port 12 is relatively long). Therefore, regarding the second start port 12 (regarding the ease of the game ball winning in the second start port 12), it can be said that the "low probability high base game state" and the "high probability high base game state" are game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state".
[0050] Since the non-time shortening state is a state where it is difficult or impossible for the game ball to win in the second start port 12, it can be said that the "low probability low base game state" and the "high probability low base game state" are game states where it is easier for the game ball to win in the first start port 11 than in the second start port 12. On the other hand, since the time shortening state is a state where it is easy for the game ball to win in the second start port 12, it can be said that the "low probability high base game state" and the "high probability high base game state" are game states where it is easier for the game ball to win in the second start port 12 than in the first start port 11.
[0051] In addition, the pachinko gaming machine PY1 can change the jackpot winning probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched among three levels: upper, middle, and lower. When the setting change switch is in the upper position, it is referred to as "Setting 1"; when it is in the middle position, it is referred to as "Setting 2"; and when it is in the lower position, it is referred to as "Setting 3". In "Setting 1", the jackpot winning probability in the normal probability state is the first probability (e.g., 1 / 300), and the jackpot winning probability in the high probability state is the second probability (e.g., 1 / 30). Also, in "Setting 2", the jackpot winning probability in the normal probability state is a third probability (e.g., 1 / 280) higher than the first probability, and the jackpot winning probability in the high probability state is a fourth probability (e.g., 1 / 28) higher than the second probability. Further, in "Setting 3", the jackpot winning probability in the normal probability state is a fifth probability (e.g., 1 / 260) higher than the third probability, and the jackpot winning probability in the high probability state is a sixth probability (e.g., 1 / 26) higher than the fourth probability. Note that the jackpot winning probability can be appropriately changed within the range where it increases in the order of "Setting 1" < "Setting 2" < "Setting 3".
[0052] 5. Jackpot Game Next, the jackpot game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(A). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform any one or more of four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".
[0053] The "Big Win Game Wα" is a big win game that will then enter the "High Probability High Base Game State" and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first large winning port 14 or the second large winning port 15 is opened. That is, in the "Big Win Game Wα", depending on α, a round game of any number of times from 2 to 10 times is played.
[0054] The "Big Win Game Xα" is a big win game that will then enter the "Low Probability High Base Game State" and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first large winning port 14 or the second large winning port 15 is opened. That is, in the "Big Win Game Xα", depending on α, a round game of any number of times from 2 to 10 times is played.
[0055] The "Big Win Game Yα" is a big win game that will then enter the "High Probability Low Base Game State" and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first large winning port 14 or the second large winning port 15 is opened. That is, in the "Big Win Game Yα", depending on α, a round game of any number of times from 2 to 10 times is played.
[0056] The "Big Win Game Zα" is a big win game that will then enter the "Low Probability Low Base Game State" and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first large winning port 14 or the second large winning port 15 is opened. That is, in the "Big Win Game Zα", depending on α, a round game of any number of times from 2 to 10 times is played.
[0057] In addition, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", only the first big winning port 14 may be opened for all round games, or only the second big winning port 15 may be opened for all round games, or the first big winning port 14 may be opened for some round games and the second big winning port 15 may be opened for the remaining round games. Any of the round games in which the first big winning port 14 is opened and the round games in which the second big winning port 15 is opened provide the player with an opportunity to win a prize (an opportunity to receive bonus balls), so it is a game advantageous to the player.
[0058] "Big Win Game Wα" and "Big Win Game Yα" belong to the so-called probability-variable big win games in which the game state becomes a high-probability state, and "Big Win Game Xα" and "Big Win Game Zα" belong to the so-called normal big win games in which the game state becomes a normal probability state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Yα" are more advantageous to the player in terms of the subsequent big win winning probability than "Big Win Game Xα" and "Big Win Game Zα", and the big win game state in which either "Big Win Game Wα" or "Big Win Game Yα" is played can be said to be a game state more advantageous to the player than the big win game state in which either "Big Win Game Xα" or "Big Win Game Zα" is played.
[0059] In addition, "Big Win Game Wα" and "Big Win Game Xα" belong to the so-called electrically supported big win games in which the game state becomes a time-saving state, and "Big Win Game Yα" and "Big Win Game Zα" belong to the so-called electrically unsupported big win games in which the game state becomes a non-time-saving state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Xα" are more advantageous big win games for the player with respect to the subsequent second start port 12 (with respect to the ease of winning of the game balls into the subsequent second start port 12), and the big win game state in which either "Big Win Game Wα" or "Big Win Game Xα" is carried out can be said to be a game state that is more advantageous for the player than the big win game state in which either "Big Win Game Yα" or "Big Win Game Zα" is carried out.
[0060] Here, the flow of the big win game will be described. FIG. 4(A) is a time chart showing the flow of the big win game. Here, a big win game in which only the first big winning port 14 is opened is exemplified.
[0061] As shown in FIG. 4(A), after the stop display of the special figure, when the big win game starts, first, a big win opening (also referred to as "big win OP") is set. The big win OP continues until a predetermined time (for example, 10 seconds) elapses, and when the big win OP ends, the first-round round game starts. The round game continues until a predetermined time (for example, 30 seconds) elapses, or until a predetermined number (for example, 10) of game balls win at the first big winning port 14. When the first-round round game ends, an interval between rounds (also referred to as "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) elapses, and when the round IT ends, the second-round round game starts. Then, when the final round game (for example, the tenth-round round game) ends, a big win ending (also referred to as "big win ED") is set. The big win ED continues until a predetermined time (for example, 10 seconds) elapses, and when the big win ED ends, one big win game ends. Note that either one or both of the big win OP and the big win ED may not be set.
[0062] 6. Small winning game Next, the small winning game performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(B). As shown in FIG. 3(B), the pachinko machine PY1 can perform a small winning game as a game different from the big winning game. Unlike the big winning game, the small winning game is a game in which the game state is not changed thereafter. For example, when the small winning game is performed in the "low probability and low base game state", the "low probability and low base game state" continues even after the small winning game. In the small winning game of the pachinko machine PY1, either the first large winning opening 14 or the second large winning opening 15 is opened.
[0063] FIG. 4(B) is a time chart showing the flow of the small winning game. Here, a small winning game in which only the first large winning opening 14 is opened is illustrated. As shown in FIG. 4(B), after the stop display in the special figure, when the small winning game starts, first, a pre-opening interval (also referred to as "pre-opening IT") is set. The pre-opening IT continues until a predetermined time (for example, 2 seconds) elapses. When the pre-opening IT ends, the first large winning opening 14 is opened. The opening of the first large winning opening 14 continues until a predetermined time (for example, 5 seconds) elapses or a predetermined number (for example, 10) of game balls win in the first large winning opening 14. When the opening of the first large winning opening 14 ends, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) elapses. The end of the post-opening IT ends one small winning game. Note that either one or both of the pre-opening IT and the post-opening IT may not be set. Also, considering the playability of the pachinko machine PY1, the small winning game may not be performed.
[0064] 7. Auxiliary game Next, the auxiliary game performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko machine PY1 can perform an auxiliary game as a game different from the jackpot game and the minor jackpot game. The auxiliary game is a game in which the second start port 12 is opened, different from the jackpot game and the minor jackpot game. The opening time of the second start port 12 changes according to the game state. For example, when the auxiliary game is performed in the non-time-short state, the second start port 12 is opened for the first opening time (e.g., 0.1 second), while when the auxiliary game is performed in the time-short state, the second start port 12 is opened for the second opening time (e.g., 3.5 seconds), which is longer than the first opening time.
[0065] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), after the stop display in the normal figure, when the auxiliary game starts, the second start port 12 is opened. The opening of the second start port 12 continues until a predetermined time (the first opening time in the non-time-short state or the second opening time in the time-short state) elapses, or until a predetermined number (e.g., 4) of game balls win in the second start port 12. When the opening of the second start port 12 ends, an interval after opening (also referred to as "IT after opening") is set. The IT after opening continues until a predetermined time (e.g., 2 seconds) elapses, and the end of the IT after opening ends one auxiliary game.
[0066] 8. Effects Next, the effects performed by the pachinko machine PY1 will be described with reference to FIGS. 5 to 12. The pachinko machine PY1 can set different effect modes according to the game state. In each effect mode, the pachinko machine PY1 can perform the following effects using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, movable body 55k on the board, movable body 58k on the frame, etc.) equipped with the pachinko machine PY1.
[0067] 8-1. Effect Mode First, the presentation mode will be described with reference to FIG. 5. The presentation mode is a classification of presentations (or a higher-level attribute). The pachinko machine PY1 can be set to a waiting customer presentation mode, a normal presentation mode, a high-probability variable presentation mode, a time-saving presentation mode, and a big win presentation mode as presentation modes.
[0068] The waiting customer presentation mode is a presentation mode that may be set when the stop display of the special figure is being performed (when the variable display of the special figure is not being performed) in the "low-probability low-base game state", "low-probability high-base game state", "high-probability low-base game state", and "high-probability high-base game state". In the waiting customer presentation mode, it is suggested to the player that the machine is in a state of waiting for the variable display of the special figure. The pachinko machine PY1 can perform a waiting customer presentation during the setting of the waiting customer presentation mode. The waiting customer presentation is an effect in which the waiting customer demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a as shown in FIG. 5(A-1). Also, when, for example, the normal button 40 is operated during the display of the waiting customer demo video G100, the pachinko machine PY1 may display a setting screen G101 for setting the effects of the pachinko machine PY1 on the display unit 50a as shown in FIG. 5(A-2). The pachinko machine PY1 enables the setting of the effects of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the effects include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a (also referred to as "light quantity setting"), the frequency setting of the executed effects (also referred to as "effect setting"), and the like.
[0069] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "low probability and low base game state" or "high probability and low base game state". In the normal performance mode, it is suggested to the player that it is a non-time-saving state. In the pachinko machine PY1, in the normal performance mode, as shown in Fig. 5(B-1), for example, the normal background image G102 representing a mountain view is displayed on the display unit 50a. Note that the background displayed in the normal performance mode is not limited to only the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0070] The probability-variable performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "high probability and high base game state". In the probability-variable performance mode, it is suggested to the player that it is a high probability state and a time-saving state. In the pachinko machine PY1, in the probability-variable performance mode, as shown in Fig. 5(B-2), for example, the probability-variable background image G103 representing the universe is displayed on the display unit 50a. Note that the background displayed in the probability-variable performance mode is not limited to only the probability-variable background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0071] The time-saving performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "low probability and high base game state". In the time-saving performance mode, it is suggested to the player that it is a normal probability state and a time-saving state. In the pachinko machine PY1, in the time-saving performance mode, as shown in Fig. 5(B-3), for example, the time-saving background image G104 representing the sky is displayed on the display unit 50a. Note that the background displayed in the time-saving performance mode is not limited to only the time-saving background image G104, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The jackpot effect mode is an effect mode set in the jackpot gaming state. In the jackpot effect mode, it is suggested to the player that the jackpot game is in progress. When in the jackpot effect mode, the pachinko machine PY1 displays, as shown in Fig. 5(C-1), an opening image G107 suggesting the start of the jackpot game, a right-hit image G108 prompting "right hit", etc. on the display unit 50a at the start of the jackpot game. The display of these images is referred to as the "opening effect".
[0073] Also, when in the jackpot effect mode, during the round game, as shown in Fig. 5(C-2), the pachinko machine PY1 displays a round image G109 indicating the number of rounds, etc. on the display unit 50a, and if it enters the high-probability state thereafter, it displays an upgrading image G110 suggesting the entry into the high-probability state on the display unit 50a. The display of these images is referred to as the "round effect".
[0074] Also, when in the jackpot effect mode, at the end of the jackpot game, as shown in Fig. 5(C-3), the pachinko machine PY1 displays an ending image G111 suggesting the effect mode set after the jackpot effect mode, a total prize ball number image G112 indicating the total number of prize balls paid out, etc. on the display unit 50a. The display of these images is referred to as the "ending effect".
[0075] In the basic embodiment, five types of effect modes, namely the customer-waiting effect mode, the normal effect mode, the probability-variable effect mode, the time-saving effect mode, and the jackpot effect mode, are set. However, the types of effect modes can be appropriately changed or added.
[0076] 8-2. Special Figure Variation Effect Next, the special figure variation effect (also referred to as the "variation effect") will be described with reference to FIGS. 6 to 8. The special figure variation effect is an effect for suggesting the result of a big win determination. When the variable display of the special figure is started on the pachinko gaming machine PY1, a special figure variation effect using the effect symbols is executed in parallel with the variable display of the special figure. As shown in FIG. 6(A), the effect symbols are composed of a left effect symbol EZ1, a middle effect symbol EZ2, and a right effect symbol EZ3.
[0077] In the special figure variation effect on the pachinko gaming machine PY1, the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the background (normal background image G102, probability-variable background image G103, time-saving background image G104). Note that "↓" in the figure indicates that the effect symbols are being variably displayed. The effect symbols EZ1, EZ2, and EZ3 are each composed of, for example, numeral symbols from "1" to "9". In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special figure and stop with the stop display of the special figure. Then, the result of the big win determination is suggested by the stop display mode of the effect symbols EZ1, EZ2, and EZ3.
[0078] 8-2-1. Normal Variation In the special figure variation effect on the pachinko gaming machine PY1, first, it is possible to perform a normal variation. The normal variation is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed, and functions as an effect for suggesting that the variable display of the special figure has started.
[0079] In normal variation, as shown in Fig. 6(B), the pachinko gaming machine PY1 starts the variable display of the effect symbols EZ1, EZ2, and EZ3. When the pachinko gaming machine PY1 results in a loss without triggering a reach after normal variation, as shown in Fig. 6(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 stop in different modes, and then, as shown in Fig. 6(D), the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a mode suggesting a loss (so-called scattered pattern). The mode suggesting a loss is a mode where the left and right effect symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, when the pachinko gaming machine PY1 triggers a reach after normal variation, as shown in Fig. 6(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 are stopped and displayed in the same mode (so-called reach pattern) to establish a reach. Note that the stop order of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0080] 8-2-2.N Reach After the establishment of a reach, the pachinko gaming machine PY1 can perform an N reach. The N reach is, for example, a reach effect in which the variation speed of the middle effect symbol EZ2 gradually decreases, and functions as an effect suggesting that a big win game may be played.
[0081] In the N reach, as shown in Fig. 7(A), the pachinko gaming machine PY1 gradually decreases the variation speed of the middle effect symbol EZ2. When the pachinko gaming machine PY1 results in a loss in the N reach, as shown in Fig. 7(B), the middle effect symbol EZ2 is stopped, and the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a mode suggesting a reach loss (so-called reach loss pattern). The mode suggesting a reach loss is a mode where the left and right effect symbols are the same and the middle symbol is different from the left and right effect symbols, such as "7·6·7" or "5·3·5". On the other hand, when the pachinko gaming machine PY1 develops into an SP reach after the N reach, the middle effect symbol EZ2 is not stopped. Note that the effect content of the N reach can be changed as appropriate.
[0082] 8-2-3.SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is, for example, a reach effect in which a battle between the protagonist character and an enemy character is displayed, and functions as an effect suggesting a high possibility of a big win game being played.
[0083] In the SP reach of the pachinko gaming machine PY1, as shown in FIG. 8(A), an SP title image G1 indicating the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is, for example, a character image such as "Defeat Enemy A!". After that, as shown in FIG. 8(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the protagonist character and the enemy character battling on the display unit 50a. When approaching the final stage of the battle, if the pachinko gaming machine PY1 is a big win in the SP reach, as shown in FIG. 8(C-1), it displays a state where the protagonist character is victorious and happy in the battle so as to suggest a big win, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a manner suggesting a big win (so-called double zero). Also, if the pachinko gaming machine PY1 is a loss in the SP reach, as shown in FIG. 8(C-2), it displays a state where the enemy character is victorious and happy in the battle so as to suggest a loss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko gaming machine PY1 develops into an SPSP reach after this SP reach, the middle effect symbol EZ2 is not stopped. Note that the content of the SP reach effect can be changed as appropriate.
[0084] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after the SP reach. The SPSP reach is, for example, a reach effect in which a battle between the protagonist character and a powerful enemy character is displayed, and functions as an effect suggesting a high possibility of a big win game being played.
[0085] In the SPSP reach of the pachinko gaming machine PY1, as shown in Fig. 9(A), the SPSP title image G2 indicating the start of the SPSP reach is displayed on the display unit 50a. The SPSP title image G2 is, for example, a character image of "Defeat enemy B!". Thereafter, as shown in Fig. 9(B), the pachinko gaming machine PY1 displays on the display unit 50a the protagonist character image G200 representing the protagonist character and the powerful enemy character image G202 representing the powerful enemy character, and displays on the display unit 50a a video in which the protagonist character and the powerful enemy character battle. When reaching the final stage of the battle, if the pachinko gaming machine PY1 hits the jackpot in the SPSP reach, as shown in Fig. 9(C-1), it displays the protagonist character being happy for winning the battle so as to suggest the jackpot, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode (so-called double zero) suggesting the jackpot. On the other hand, if the pachinko gaming machine PY1 misses in the SPSP reach, as shown in Fig. 9(C-2), it displays the powerful enemy character being happy for winning the battle so as to suggest the miss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting the reach miss. Note that the content of the SPSP reach effect can be changed as appropriate.
[0086] Here, the possibility that the effect symbols EZ1, EZ2, EZ3 stop in a mode indicating the jackpot (also referred to as "jackpot expectancy") will be described. The jackpot expectancy is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot determination is a miss, and 100% when the result of the jackpot determination is a jackpot win, while setting the execution probability of the SP reach to 4% when the result of the jackpot determination is a miss and 100% when the result of the jackpot determination is a jackpot win, the jackpot expectancy for the SP reach can be made higher than the jackpot expectancy for the N reach.
[0087] Also, for example, when the execution probability of SP reach is set to 4% when the jackpot determination result is a miss, and set to 100% when the jackpot determination result is a jackpot win, if the execution probability of SPSP reach is set to 2% when the jackpot determination result is a miss and set to 100% when the jackpot determination result is a jackpot win, the jackpot expectancy for SPSP reach can be made higher than the jackpot expectancy for SP reach. Thus, for an executable effect, by presetting the execution probability according to the result of the jackpot determination, the jackpot expectancy for that effect can be determined.
[0088] 8-3. Reserved Icon and the Said Icon The pachinko machine PY1 can display a reserved icon HA on the display unit 50a while the special figure 1 reservation or the special figure 2 reservation is in memory. The reserved icon HA is, for example, an icon image of "〇". Also, the pachinko machine PY1 can display the said icon TA on the display unit 50a during the variable display of the special figure. The said icon TA is, for example, the same icon image of "〇" as the reserved icon HA.
[0089] A reserved icon display area 50d is installed at the lower part of the display unit 50a. As shown in Fig. 10(A), the reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko machine PY1 displays the reserved icon HA in each display area 50d1, 50d2, 50d3, 50d4 according to the special figure 1 reserved number or the special figure 2 reserved number. For example, when the special figure 1 reserved number is "1", the reserved icon HA is displayed in the first display area 50d1, and when the special figure 1 reserved number is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. Note that both the special figure 1 reserved number and the special figure 2 reserved number may be displayed in the reserved icon display area 50d, or only one of the special figure 1 reserved number and the special figure 2 reserved number may be displayed. Also, the number of display areas constituting the reserved icon display area 50d can be changed as appropriate.
[0090] Also, in the lower part of the display unit 50a and near the held icon display area 50d, the icon display area 50e is provided. As shown in Fig. 10(A), the icon display area 50e is composed of the icon display area 50e which consists of one display area. When the pachinko machine PY1 starts the variable display of the special figure, the icon TA which is the same as or different from the held icon HA is displayed in the icon display area 50e. In consideration of the playability of the pachinko machine PY1, the icon TA may not be displayed.
[0091] 8-3-1. Held performance The pachinko machine PY1 can perform a held performance in response to a game ball winning the first start port 11 or the second start port 12. The held performance is, for example, a performance in which the held icon HA is displayed in the held icon display area 50d, and functions as a performance for notifying the player of the number of holds in Special Figure 1 or Special Figure 2.
[0092] When a game ball wins the first start port 11 while the variable display of the special figure is not being performed and the number of holds in Special Figure 1 is "0", the pachinko machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two game balls win the first start port 11 during the variable display of the special figure, the pachinko machine PY1 displays the held icon HA in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, and notifies the player that the number of holds in Special Figure 1 is "2" as shown in Fig. 10(C). Further, when the pachinko machine PY1 starts a new variable display of the special figure while the held icon HA is being displayed in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, as shown in Fig. 10(D), the held icon HA in the first display area 50d1 of the held icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the held icon HA in the second display area 50d2 of the held icon display area 50d is moved to the first display area 50d1 and displayed, and the player is notified that the number of holds in Special Figure 1 is "1".
[0093] 8-4. Advance Notice Performance The pachinko gaming machine PY1 can perform an advance notice performance at any timing in the special figure variation performance. The advance notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the on-board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance suggesting the possibility of a big win game being played.
[0094] 8-4-1. Movable Body Performance The pachinko gaming machine PY1 can perform a movable body performance using the on-board movable body 55k or the frame movable body 58k as an advance notice performance. The movable body performance is, for example, a performance in which the on-board movable body 55k or the frame movable body 58k operates.
[0095] The pachinko gaming machine PY1 performs a movable body performance at any timing (for example, the timing of developing from N reach to SP reach) in the special figure variation performance. Here, a movable body performance using the on-board movable body 55k is exemplified. As shown in FIG. 11(A), the movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a. The pachinko gaming machine PY1 displays the effect image G4 in a space on the display unit 50a that does not overlap with the on-board movable body 55k in the movable body performance. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to the normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case where it develops into SPSP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be changed as appropriate.
[0096] 8-4-2. Operation Performance The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as an advance notice performance. The operation performance is, for example, a performance in which the player operates the normal button 40 or the special button 41.
[0097] The pachinko gaming machine PY1 performs an operation effect at any timing (e.g., during SP reach) in the special figure variation effect. Here, an operation effect using the normal button 40 is exemplified. The pachinko gaming machine PY1 generates a period during which the pressing operation of the normal button 40 is valid (referred to as the "button operation valid period") in the operation effect, and along with the occurrence of this button operation valid period, as shown in FIG. 12(A), it performs an effect to prompt the operation of the normal button 40 (referred to as the "button operation promotion effect"). In the button operation promotion effect, a button operation promotion image G3 is displayed. The button operation promotion image G3 is composed of a normal button image G31 imitating the normal button 40, a pressing operation image G32 representing the operation mode of the normal button 40 (i.e., the pressing operation) (here, the character image of "push"), and an operation valid period remaining time image G33 representing the remaining time of the button operation valid period. The pachinko gaming machine PY1 terminates the button operation promotion effect and performs an operation result effect as shown in FIG. 12(B) in response to the normal button 40 being pressed during the button operation valid period or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid period. FIG. 12(B) shows a case where a movable body effect in which the on-board movable body 55k operates is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.
[0098] 8-4-3. Prediction effect The pachinko gaming machine PY1 can perform a prediction effect based on a prediction determination as a preview effect. The prediction effect is, for example, an effect in which the hold icon HA changes, and functions as an effect for suggesting the result of the jackpot determination in advance.
[0099] The pachinko gaming machine PY1 performs a pre-reading effect according to memorizing the retention of Special Figure 1 or the retention of Special Figure 2. Here, the pre-reading effect for the retention of Special Figure 1 is exemplified. When a game ball enters the first start port 11, when the pachinko gaming machine PY1 memorizes the retention of Special Figure 1, based on the result of the pre-reading determination for the retention of Special Figure 1, as shown in Fig. 10(C), in the retention icon display area 50d, instead of displaying an icon image of "〇" as the retention icon HA, an icon image of "☆" is displayed. Note that the content of the pre-reading effect can be changed as appropriate.
[0100] 9. Internal Structure Next, the internal structure of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the part related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 includes a main control unit 100 for controlling the game and an effect control unit 120 for executing effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes effects according to the instructions of the main control unit 100.
[0101] 9-1. Main Control Unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 is configured to include, for example, a CPU (Central Processing Unit), and mainly controls various games (special drawing games, general drawing games, game states, prize ball payouts, etc.). Further, the game control microcomputer 101 includes a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a inputs winning information of game balls from winning devices (first start port 11, second start port 12, gate 13, first big winning port 14, second big winning port 15, general winning port 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs production data and production commands generated according to the control of the game to the outside of the production control unit 120 and the pachinko machine PY1. The game storage unit 101c is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory), and stores a table for selecting game contents, game data (special drawing 1 hold, special drawing 2 hold, general drawing hold, etc.) generated according to the control of the game, etc.
[0102] Various games are mainly controlled based on the winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using the tables and game data stored in the game storage unit 101c.
[0103] 9-2. Table When controlling the game, the game control microcomputer 101 can make various selections. When making a selection, the table stored in the game storage unit 101c is referred to. The following tables are stored in the game storage unit 101c.
[0104] 9-2-1. Variation Pattern Judgment Table The game memory unit 101c stores a variation pattern determination table 103a1 shown in FIG. 14. The variation pattern determination table 103a1 is a table referred to when selecting the type of variation pattern. When performing variable display of the first special figure or the second special figure based on the result of jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0105] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of start port, the result of jackpot determination, the result of reach determination, the number of special figure holds, and the like. The reach determination is to determine whether to perform the above-described reach effect (N-reach, SP-reach, SPSP-reach) during the variable display of the special figure. When the reach effect is to be performed, it is considered that there is a reach, and when the reach effect is not to be performed, it is considered that there is no reach. The game control microcomputer 101 can select any one of seven types of variation patterns, namely, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022" as the variation pattern. The game control microcomputer 101 performs variable display of the first special figure or the second special figure in a variable display mode (variable display time) corresponding to the selected variation pattern. Note that the type of variation pattern can be changed as appropriate.
[0106] Here, the roles of each variation pattern will be described. As described above, during the variable display of the special figure, a special figure variation effect is performed. In the special figure variation effect, an effect flow composed of one or more effects is executed, and each variation pattern is associated with the variable display time of the special figure and the effect flow executed in the special figure variation effect. For example, as shown in FIG. 14, "THP001" and "THP011" are associated with a variable display time of the special figure of 120,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a variable display time of the special figure of 100,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a variable display time of the special figure of 20,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with an effect flow composed of only "normal variation" with a variable display time of the special figure of 13,000 ms or 2,000 ms. In this way, depending on the type of variation pattern selected by the game control microcomputer 101, the time of the special figure variation effect and the effects executed in the special figure variation effect are made different.
[0107] 「THP001」 is selected when the jackpot determination result is a jackpot win, and since the end of the production flow is "SPSP reach", "THP001" is called "SPSP jackpot variation". Also, "THP002" is selected when the jackpot determination result is a jackpot win, and since the end of the production flow is "SP reach", "THP002" is called "SP jackpot variation". Also, "THP011" is selected when the jackpot determination result is a loss, and since the end of the production flow is "SPSP reach", "THP011" is called "SPSP loss variation". Also, "THP012" is selected when the jackpot determination result is a loss, and since the end of the production flow is "SP reach", "THP012" is called "SP loss variation". Also, "THP013" is selected when the jackpot determination result is a loss, and since the end of the production flow is "N reach", "THP013" is called "N loss variation". Also, "THP021" and "THP022" are selected when the jackpot determination result is a loss, and since the end of the production flow is "normal variation", "THP021" and "THP022" are called "normal loss variation". Note that the selection ratio of the variation pattern can be appropriately set in consideration of the playability of the pachinko machine PY1.
[0108] 9-2-2. Prediction Judgment Table In the game memory unit 101c, the prediction judgment table 103b1 shown in FIG. 15 is stored. The prediction judgment table 103b1 is a table referred to when selecting the type of prediction pattern. The game control microcomputer 101 refers to the prediction judgment table 103b1 and selects the type of prediction pattern when the right to receive the jackpot determination is acquired. The figure shown in FIG. 15 is the prediction judgment table 103b1.
[0109] As shown in FIG. 15, the game control microcomputer 101 selects the type of the prediction pattern based on the game state, the type of the start port, the result of the prediction determination, and the like. The game control microcomputer 101 can select any one of three types of prediction patterns, namely, "SHP001" to "SHP003" as the prediction pattern. Note that the type of the prediction pattern can be changed as appropriate.
[0110] Since "SHP001" is selected when the result of the prediction determination is a winning prediction, "SHP001" is referred to as the "big win prediction pattern". Further, "SHP002" is selected when the result of the prediction determination is a non-winning prediction, and since the result of the variable pattern pre-determination is a variable pattern with a reach ("THP011" to "THP013"), "SHP002" is referred to as the "reach loss prediction pattern". Further, "SHP003" is selected when the result of the prediction determination is a non-winning prediction, and since the result of the variable pattern pre-determination is a variable pattern without a reach ("THP021" to "THP022"), "SHP003" is referred to as the "normal loss prediction pattern".
[0111] 9-2-3. Symbol Determination Table The game storage unit 101c stores a symbol determination table 103c1 shown in FIG. 16. The symbol determination table 103c1 is a table that is referred to when selecting the types of the stop symbols of the first special symbol and the second special symbol. When a big win determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 and selects the types of the stop symbols of the first special symbol and the second special symbol. The figure shown in FIG. 16 is the symbol determination table 103c1.
[0112] As shown in FIG. 16, the game control microcomputer 101 selects the types of stop symbols in the first special figure and the second special figure based on the types of start ports, the results of jackpot determination, and the like. The game control microcomputer 101 can select any one of seven types of stop symbols, namely, "Jackpot Wα symbol", "Jackpot Xα symbol", "Jackpot Yα symbol", "Jackpot Zα symbol", "Small win symbol", "Lose A symbol", and "Lose B symbol" as the type of stop symbol. The game control microcomputer 101 performs stop display of the first special figure or the second special figure in a manner corresponding to the selected stop symbol. Note that the types of stop symbols can be changed as appropriate.
[0113] Here, the roles of each stop symbol will be described. As described above, after the stop display of the special figure, there are cases where a jackpot game is played, a small win game is played, a time-saving state occurs, and a loss occurs without performing anything. There are four types of jackpot games ("Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", "Jackpot Game Zα"), one type of small win game, and two types of losses (the aforementioned specific loss and simple loss). Each stop symbol is associated with the types of jackpot games, small win games, and losses. For example, as shown in FIG. 16, the "Jackpot Wα symbol" is associated with the "Jackpot Game Wα", the "Jackpot Xα symbol" is associated with the "Jackpot Game Xα", the "Jackpot Yα symbol" is associated with the "Jackpot Game Yα", the "Jackpot Zα symbol" is associated with the "Jackpot Game Zα", the "Small win symbol" is associated with the small win game, the "Lose A symbol" is associated with a simple loss where nothing is done, and the "Lose B symbol" is associated with the time-saving state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, small win games, and losses (whether to enter the time-saving state) to be executed are made different.
[0114] Since the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are selected when a big hit game with a high probability state is to be played afterwards, the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are sometimes referred to as "probability-variable symbols". Also, since the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are determined when a big hit game with a normal probability state is to be played afterwards, the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are sometimes referred to as "normal symbols". Also, since the "Lose A Symbol" is determined in the case of just a simple loss where nothing is done afterwards, the "Lose A Symbol" is sometimes referred to as the "normal loss symbol". Also, since the "Lose B Symbol" is determined in the case of a specific loss where the time is shortened afterwards, the "Lose B Symbol" is sometimes referred to as the "loss time-shortening symbol". Regarding the selection ratio of the stop symbols, it is possible to set them appropriately in consideration of the playability of the pachinko machine PY1.
[0115] 9-3. Commands The game control microcomputer 101 can output the effect commands generated according to the control of the game to the effect control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.
[0116] 9-3-1. Winning Command The winning commands are generated in relation to the winning of the game balls in various winning devices (the first starting port 11, the second starting port 12, the gate 13, the first big winning port 14, the second big winning port 15, the general winning port 10, etc.). As winning commands, there are the first starting port command generated when the game ball wins in the first starting port 11, the second starting port command generated when the game ball wins in the second starting port 12, the gate command generated when the game ball passes through the gate 13, the first big winning port command generated when the game ball wins in the first big winning port 14, the first big winning port command generated when the game ball wins in the second big winning port 15, the general winning port command generated when the game ball wins in the general winning port 10, etc.
[0117] 9-3-2. Special Figure Command Special drawing commands are generated in relation to the operations of the first special drawing and the second special drawing. As special drawing commands, there are special drawing pattern change commands generated by determining the change pattern of the special drawing, special drawing stop symbol commands generated by determining the stop symbol of the special drawing, special drawing start commands generated by starting the variable display of the special drawing, special drawing confirmation commands generated by stopping the display of the special drawing, and so on.
[0118] 9-3-3. General drawing commands General drawing commands are generated in relation to the operations of the general drawing. As general drawing commands, there are general drawing start commands generated by starting the variable display of the general drawing, general drawing confirmation commands generated by stopping the display of the general drawing, and so on.
[0119] 9-3-4. Hold commands Hold commands are generated in relation to the increase or decrease in the number of holds for special drawing 1 hold, special drawing 2 hold, and general drawing hold. As hold commands, there are special drawing 1 hold increase commands generated by increasing the number of special drawing 1 holds, special drawing 1 hold decrease commands generated by decreasing the number of special drawing 1 holds, special drawing 2 hold increase commands generated by increasing the number of special drawing 2 holds, special drawing 2 hold decrease commands generated by decreasing the number of special drawing 2 holds, general drawing hold increase commands generated by increasing the number of general drawing holds, general drawing hold decrease commands generated by decreasing the number of general drawing holds, and so on.
[0120] 9-3-5. Jackpot game commands Jackpot game commands are generated in relation to the operations of the jackpot game. As jackpot game commands, there are OP commands generated by starting OP, round commands generated by starting each round of the game, ED commands generated by starting ED, and so on.
[0121] 9-3-6. Minor win game commands Minor win game commands are generated in relation to the operations of the minor win game. As minor win game commands, there are pre-opening IT commands generated by starting pre-opening IT, post-opening IT commands generated by starting post-opening IT, and so on.
[0122] 9-3-7. Supplementary game command The supplementary game command is generated in relation to the operation of the supplementary game. Examples of the supplementary game command include a supplementary game start command generated by the start of the supplementary game.
[0123] 9-3-8. Game state command The game state command is generated in relation to the current game state. Examples of the game state command include a normal probability command generated when the game state is the normal probability state, a high probability command generated when the game state is the high probability state, a non-time-limited command generated when the game state is the non-time-limited state, a time-limited command generated when the game state is the time-limited state, a jackpot command generated when the game state is the jackpot game state, etc.
[0124] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation modes, special figure variation presentations, held presentations, preview presentations, etc.). The presentation control microcomputer 121 also includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores a table for selecting a preview presentation, etc., presentation data generated according to the execution of the presentation, etc.
[0125] Various presentations are mainly executed based on the presentation commands and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 refers to the table and presentation data stored in the presentation storage unit 121b and executes various presentations.
[0126] <First Embodiment> The first embodiment will be described below. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment is also applicable to the first embodiment.
[0127] 1. Initialization Switch First, with reference to FIG. 17, the initialization switch 119 of the pachinko gaming machine PY1 of the first embodiment (hereinafter, also simply referred to as the embodiment) will be described. FIG. 17 is a rear view of the pachinko gaming machine PY1 of the present embodiment. As shown in FIG. 17, on the back surface of the game board 1, there are a main control board 1001 on which a main control unit 100 including a game control microcomputer 101 is mounted, and a power supply board 190 for supplying necessary power to the main control board 1001 and other devices including it. A power switch 191 is provided on the power supply board 190, and it is possible to switch the ON / OFF of the power of the pachinko gaming machine PY1 by operating the power switch 191.
[0128] On the other hand, a backup power supply 105 is provided on the main control board 1001. For example, when the power of the pachinko gaming machine PY1 is turned off due to a power outage (power failure) or when the power of the pachinko gaming machine PY1 is turned off at the end of business at the game parlor, the game control microcomputer 101 can back up and hold the game data stored in the RAM of the game storage unit 101c. Then, when the power of the pachinko gaming machine PY1 is turned on at the time of power restoration after a power failure (power outage restoration) or at the start of business at the game parlor, the game control microcomputer 101 can resume the game from the state when the power of the pachinko gaming machine PY1 was turned off based on the backed-up game data.
[0129] In addition, the main control board 1001 is provided with an initialization switch 119. By operating the initialization switch 119, it is possible to clear the game data stored in the RAM of the game memory unit 101c and set the pachinko gaming machine PY1 to its initial state. The initialization switch 119 is set to be effective only when the power of the pachinko gaming machine PY1 is switched from OFF to ON by operating the power switch 191. Even if the initialization switch 119 is operated when the power of the pachinko gaming machine PY1 is OFF or when the power of the pachinko gaming machine PY1 is ON, the pachinko gaming machine PY1 will not return to its initial state. Therefore, in order to set the pachinko gaming machine PY1 to its initial state, it is necessary to operate the power switch 191 to switch the power of the pachinko gaming machine PY1 from OFF to ON while operating the initialization switch 119.
[0130] 2. Power failure recovery Next, the power failure recovery after a power failure will be described with reference to FIG. 18. In the pachinko gaming machine PY1 in the power-on state, due to unexpected situations such as a power outage or a defective ball delivery, the power of the pachinko gaming machine PY1 may be switched from the power-on state to the power-off state. Such a state where the power is off is called a "power failure state".
[0131] For the recovery of the pachinko gaming machine PY1 in the power failure state (power failure recovery), for example, a hall staff member operates the power switch 191 to switch the power to the on state without operating the initialization switch 119. As a result, power is supplied to the pachinko gaming machine PY1 again. Immediately thereafter, the pachinko gaming machine PY1 will perform a power failure recovery process.
[0132] The power-off recovery process is a process of checking the operation of movable bodies such as the on-board movable body 55k and the frame movable body 58k to see if they operate normally, and checking the lighting of lamps such as the frame lamp 53 and the board lamp 54 to see if they light up normally, after the power of the pachinko gaming machine PY1 is turned on. Such a power-off recovery process is executed by the above-described game control microcomputer 101. This power-off recovery process is continuously performed during the first execution period (specifically, 15 seconds) from the operation of the power switch 191. Then, the first character image G211 and the second character image G212 shown in FIGS. 18(A) and 18(B) are displayed on the display unit 50a. The first character image G211 is an image showing the character string "Repairing", and the second character image G212 is an image showing the character string "Please wait a moment". By displaying the first character image G211 on the display unit 50Aa, the player can recognize that the power-off recovery process is being executed. Furthermore, by displaying the second character image G212 on the display unit 50Aa, it is possible to suggest to the player that the power-off recovery process is being executed.
[0133] In this embodiment, at the time of power-off recovery, the game control microcomputer 101 can resume the game from the state when the power of the pachinko gaming machine PY1 was turned off, based on the backed-up game data. Therefore, the game state is not changed from before the power-off due to the power-off recovery. Specifically, if the game state before the power-off is the normal game state, the game state after the power is turned on (after power-on) by operating the power switch 191 is also the normal game state. If the game state before the power-off is the high-probability high-base game state, the game state after power-on is also the high-probability high-base game state. If the game state before the power-off is the low-probability high-base game state, the game state after power-on is also the low-probability high-base game state. If the game state before the power-off is the jackpot game state, the game state after power-on is also the jackpot game state.
[0134] During the execution of the power-off recovery process, as shown in FIGS. 18(A) and 18(B), various background images associated with the gaming state (normal background image G102, high-probability jackpot background image G103, or short-time background image G104) are not displayed on the display unit 50a. However, if the gaming state after the power supply is turned on by operating the power switch 191 (after power-on) is a high-probability high-base gaming state, a low-probability high-base gaming state, or a big win gaming state, during the execution of the power-off recovery process, in addition to the first character image G211 and the second character image G212, a special image G221 is displayed (see FIG. 18(B)). The special image G221 is an image in the shape of an arrow pointing to the right and includes the character string "right hit" inside. If the gaming state after power-on is a normal gaming state, the special image G221 is not displayed on the display unit 50a during the execution of the power-off recovery process (see FIG. 18(A)).
[0135] When the special image G221 is displayed on the display unit 50a during the execution of the power-off recovery process after the power supply is turned on by operating the power switch 191, the player can grasp that the gaming state after power-on is not a normal gaming state but a gaming state with "right hit" (high-probability high-base gaming state, low-probability high-base gaming state, or big win gaming state).
[0136] 3. Big Win Gaming Next, the big win gaming of this embodiment will be further described with reference to FIG. 19. In the game ROM 103 of this embodiment, a big win gaming control table shown in FIG. 19 is stored. The game control microcomputer 101 can execute the big win gaming using the big win gaming control table shown in FIG. 19. Specifically, the game control microcomputer 101 can execute a big win gaming control process for performing the big win gaming using the big win gaming control table. This big win gaming control process is performed when the gaming state is set to the big win gaming state.
[0137] The big win gaming of this embodiment includes "Big Win Gaming 1", "Big Win Gaming 2", "Big Win Gaming 3", and "Big Win Gaming 4" as shown in FIG. 19.
[0138] "Big Win Game 1" is a big win game that is executed when the result of the special figure 1 determination process by the game control microcomputer 101 is "big win selected" and the result of the big win symbol type determination is "big win symbol 1". Note that the allocation rate of "big win symbol 1" in the special figure 1 determination process is "65%" (see Fig. 19). In "Big Win Game 1", 4 round games are played. Each round game involves the opening of the first big winning opening 14 for up to 29.5 seconds.
[0139] "Big Win Game 2" is a big win game that is executed when the result of the special figure 1 determination process by the game control microcomputer 101 is "big win selected" and the result of the big win symbol type determination is "big win symbol 2". Note that the allocation rate of "big win symbol 2" in the special figure 1 determination process is "35%" (see Fig. 19). In "Big Win Game 2", similar to the above "Big Win Game 1", 4 round games involving the opening of the first big winning opening 14 for up to 29.5 seconds are played.
[0140] "Big Win Game 3" is a big win game that is executed when the result of the special figure 2 determination process by the game control microcomputer 101 is "big win selected" and the result of the big win symbol type determination is "big win symbol 3". Note that the allocation rate of "big win symbol 3" in the special figure 2 determination process is "75%" (see Fig. 19). In "Big Win Game 3", 10 round games involving the opening of the first big winning opening 14 for up to 29.5 seconds are played.
[0141] "Big Win Game 4" is a big win game that is executed when the result of the special figure 2 determination process by the game control microcomputer 101 is "big win selected" and the result of the big win symbol type determination is "big win symbol 4". Note that the allocation rate of "big win symbol 4" in the special figure 2 determination process is "25%" (see Fig. 19). In "Big Win Game 4", 4 round games involving the opening of the first big winning opening 14 for up to 29.5 seconds are played.
[0142] In this embodiment, the "Big Win Game 3" with 10 rounds of round-based games can be said to be a big win game that is more advantageous to the player than the "Big Win Game 1" and "Big Win Game 2" with 4 rounds of round-based games, or the "Big Win Game 4" with 4 rounds of round-based games. That is, the big win game state in which the "Big Win Game 3" is executed can be said to be a game state that is more advantageous to the player than the big win game states in which the "Big Win Game 1", "Big Win Game 2" or "Big Win Game 4" is executed.
[0143] Also, in this embodiment, after the execution of the "Big Win Game 1", "Big Win Game 2", "Big Win Game 3" and "Big Win Game 4", the game state is set to a time-saving state (the "Low Probability High Base Game State" or the "High Probability High Base Game State") (see Fig. 19).
[0144] Furthermore, after the execution of the "Big Win Game 1", "Big Win Game 3" and "Big Win Game 4", the game state is set to a high probability state (the "High Probability High Base Game State") (see Fig. 19).
[0145] On the other hand, after the execution of the "Big Win Game 2", the game state is set to a low probability state (the "Low Probability High Base Game State") (see Fig. 19).
[0146] In this embodiment, the "High Probability High Base Game State" can continue until the number of times of the special figure lottery (Special Figure 1 lottery, Special Figure 2 lottery) reaches the first specific number of times (in this embodiment, "130 times"), and the "Low Probability High Base Game State" can continue until the number of times of the variable display of the special figure reaches the second specific number of times (in this embodiment, "100 times") of the special figure lottery (Special Figure 1 lottery, Special Figure 2 lottery). Therefore, it can be said that the "Big Win Game 1", "Big Win Game 3" and "Big Win Game 4" set to the "High Probability High Base Game State" after the big win game are big win games that are more advantageous to the player than the "Big Win Game 2" set to the "Low Probability High Base Game State" after the big win game. That is, the big win game state in which the "Big Win Game 1", "Big Win Game 3" or "Big Win Game 4" is executed can be said to be a game state that is more advantageous to the player than the big win game state in which the "Big Win Game 2" is executed.
[0147] Also, in this embodiment, when a game ball enters the first big winning opening 14 while the first big winning opening 14 is open during the execution of "big win game 1", "big win game 2", "big win game 3", and "big win game 4", for each game ball that enters, the first number (15 in this embodiment) of game balls are awarded as bonus balls.
[0148] 4. Game state Next, the game states of the pachinko gaming machine PY1 of this embodiment will be described. This pachinko gaming machine PY1 can take on any one of four game states: "low probability low base game state" (also referred to as "normal game state"), "low probability high base game state" (also referred to as "time-saving game state"), "high probability high base game state" (also referred to as "probability-variable game state"), and "big win game state".
[0149] The "low probability low base game state" is the game state in the initial state of the pachinko gaming machine PY1. The pachinko gaming machine PY1 can be returned to the initial state by operating the initialization switch 119 (see FIG. 17) provided on the back of the front door 23.
[0150] The "low probability high base game state" is a game state that may be taken after the big win game state and continues until a predetermined time-saving end condition is satisfied. The predetermined time-saving end condition includes that a big win game is played and the number of variable displays in the special figure reaches the second specific number. In this embodiment, the opening and closing member 12k of the second starting opening 12 can be opened to the right of the center in the left-right direction of the game area 6 (see FIG. 2). Therefore, in the low probability high base game state, it is easier for the player to make the game ball enter the second starting opening 12 that opens by hitting the ball to the right (a way of hitting the game ball so that the game ball flows down to the right side of the game area 6) rather than hitting the ball to the left (a way of hitting the game ball so that the game ball flows down to the left side of the game area 6). Therefore, in the low probability high base game state, it is possible for the player to play the game more advantageously by hitting the ball to the right.
[0151] The "high-probability high-base game state" is a game state that may occur after a jackpot game state and continues until a predetermined probability-variation end condition is satisfied. The predetermined probability-variation end conditions include the occurrence of a jackpot game and the number of variable displays of the special figure reaching the first specific number. In this embodiment, since the opening / closing member 12k of the second start port 12 can be opened to the right of the center in the left-right direction of the game area 6, in the high-probability high-base game state, it is easier to let the game balls enter the opened second start port 12 by hitting to the right than by hitting to the left. Therefore, similar to the low-probability high-base game state, in the high-probability high-base game state as well, it is possible for the player to play the game more advantageously by hitting to the right.
[0152] The "jackpot game state" is a game state that may occur when each of the above-described various jackpot games ("jackpot game 1", "jackpot game 2", "jackpot game 3", and "jackpot game 4") is executed. In each of the various jackpot games, the first large winning port 14 arranged at the lower right part of the game area 6 shown in FIG. 2 can be opened. Therefore, in the jackpot game state, it is easier for the player to win the game balls in the opened first large winning port 14 by hitting to the right than by hitting to the left. Therefore, similar to the above-described low-probability high-base game state and high-probability high-base game state, in the jackpot game state as well, it is possible for the player to play the game more advantageously by hitting to the right.
[0153] 5. Variable Pattern Judgment Table Subsequently, regarding the variable patterns that can be determined by the game control microcomputer 101 among the configurations of the pachinko game machine PY1 of this embodiment, further explanation will be given based on FIGS. 14 and 20. In the game storage unit 101c of this embodiment, a variable pattern judgment table shown in FIG. 14 is stored.
[0154] The game control microcomputer 101 determines the variable pattern of the special figure based on the result of the jackpot determination and the result of the reach determination. Specifically, there are two types, namely the above-mentioned "THP001" and "THP002", of the variable patterns when the game state is a non-time-short state and the result of the jackpot determination of the first special figure is "jackpot winning".
[0155] 「THP001」 is a variation pattern in which, after normal variation, through reach, N-reach, SP-reach, and development effects, SPSP-reach in a winning mode is performed. This variation pattern "THP001" is also referred to as "SPSP jackpot variation".
[0156] 「THP002」 is a variation pattern in which, after normal variation, through reach and N-reach, SP-reach in a winning mode is performed. This variation pattern "THP002" is also referred to as "SP jackpot variation".
[0157] On the other hand, in the variation pattern when the game state is in a non-time-saving state, the result of the jackpot determination of the first special figure is "loss", and the result of the reach determination is "reach exists", there are three types: the above-mentioned "THP011", "THP012", and "THP013".
[0158] 「THP011」 is a variation pattern in which, after normal variation, through reach, N-reach, SP-reach, and development effects, SPSP-reach in a losing mode is performed. This variation pattern "THP011" is also referred to as "SPSP loss variation".
[0159] 「THP012」 is a variation pattern in which, after normal variation, through reach and N-reach, SP-reach in a losing mode is performed. This variation pattern "THP012" is also referred to as "SP loss variation".
[0160] 「THP013」 is a variation pattern in which, after normal variation and through reach, N-reach in a losing mode is performed. This variation pattern "THP013" is also referred to as "N loss variation".
[0161] Also, in the variation pattern when the game state is in a non-time-saving state, the result of the jackpot determination of the first special figure is "loss", and the result of the reach determination is "no reach", there are two types: the above-mentioned "THP021" and "THP022".
[0162] Both "THP021" and "THP022" are variable patterns that stop and display in a manner suggesting that the three effect symbols EZ1, EZ2, and EZ3 are losing (a scattered state) after normal fluctuations. When the number of special figure reservations at the start of the variable display of the special figure is "0", "1", or "2", the variable pattern "THP021" is selected, and when the number of special figure reservations at the start of the variable display of the special figure is "3" or "4", the variable pattern "THP022" is selected. These variable patterns "THP021" and "THP022" are also referred to as "normal losing fluctuations".
[0163] In addition, in the case of the variable pattern when the game state is in a non-time-limited state and the result of the big win determination of the second special figure is "big win selected", there is one type, namely the above "THP001".
[0164] On the other hand, in the case of the variable pattern when the game state is in a non-time-limited state and the result of the big win determination of the second special figure is "losing", there are two types, namely the above "THP021" and "THP022".
[0165] In addition, in the case of the variable pattern when the game state is in a time-limited state and the result of the big win determination of the second special figure is "big win selected", there is one type, namely the above "THP001".
[0166] On the other hand, in the case of the variable pattern when the game state is in a time-limited state, the result of the big win determination of the second special figure is "losing", and the result of the reach determination is "with reach", there is one type, namely the above "THP011".
[0167] In addition, in the case of the variable pattern when the game state is in a time-limited state, the result of the big win determination of the second special figure is "losing", and the result of the reach determination is "without reach", there are two types, namely the above "THP021" and "THP022". Note that different from when the game state is in a non-time-limited state, when the number of special figure reservations at the start of the variable display of the special figure is "0", the variable pattern "THP021" is selected, and when the number of special figure reservations at the start of the variable display of the special figure is "1", "2", "3", or "4", the variable pattern "THP022" is selected.
[0168] In addition, in the case where the game state is the time limit state and the result of the jackpot determination of the first special figure is "jackpot win", there is one type of variation pattern, namely the above "THP001".
[0169] On the other hand, in the case where the game state is the time limit state and the result of the jackpot determination of the first special figure is "loss", there are two types of variation patterns, namely the above "THP021" and "THP022". Note that, unlike when the game state is the non-time limit state, when the number of special figure holds at the start of the variable display of the special figure is "0", the variation pattern "THP021" is selected, and when the number of special figure holds at the start of the variable display of the special figure is "1", "2", "3" or "4", the variation pattern "THP022" is selected.
[0170] FIG. 20 shows the distribution rate (execution probability) of the variation patterns in the variation pattern determination table shown in FIG. 14. In the present embodiment, when the result of the jackpot determination of the first special figure is "jackpot win" in the non-time limit state, the game control microcomputer 101 selects a variation pattern at the distribution rate shown in FIG. 20(A). Also, when the result of the jackpot determination of the first special figure is "loss" and the result of the reach determination is "with reach" in the non-time limit state, the game control microcomputer 101 selects a variation pattern at the distribution rate shown in FIG. 20(B).
[0171] According to FIG. 20(A), the value of the allocation rate of the variation pattern "THP001" is "90%", which is larger than the value of the allocation rate of the variation pattern "THP002" (10%). Therefore, in most cases where the jackpot determination result of the first special figure in the non-time-limit state is a jackpot win, it will progress to SPSP reach through the development effect. Thus, when it progresses to SPSP reach, it is possible to make the player aware that there may be a high possibility that a "jackpot game" will be executed thereafter. On the other hand, when the jackpot determination result of the first special figure in the non-time-limit state is "jackpot win", it is rare for the effect symbols EZ1, EZ2, and EZ3 to be displayed in a stop mode suggesting a jackpot after the execution of SP reach. Therefore, when the effect symbols EZ1, EZ2, and EZ3 are displayed in a stop mode suggesting a jackpot after the execution of SP reach, it is possible to surprise the player who is expecting the development effect and the execution of SPSP reach after the execution of SP reach, and it is possible to give the player surprise and joy.
[0172] Also, according to FIG. 20(B), the value of the allocation rate of the variation pattern "THP013" (70%) is larger than the total value of the allocation rates of the variation patterns "THP011" and "THP012" (30%). As described above, when the jackpot determination result of the first special figure in the non-time-limit state is "jackpot win", the development effect and SPSP reach are not executed after SP reach. Therefore, when the development effect is performed, it is possible to make the player aware that a jackpot game may be executed thereafter.
[0173] 6. Effect Mode Subsequently, the effect mode of this embodiment will be described with reference to FIGS. 5, 21, and 22. The pachinko gaming machine PY1 of this embodiment can set a customer-waiting effect mode, a normal effect mode, a sure-win effect mode, a time-limit effect mode, and a jackpot effect mode as the effect modes.
[0174] The waiting-for-player performance mode is a performance mode that may be set when the stop display of the special figure is being performed (when the variable display of the special figure is not being performed) in the "low-probability low-base game state", "low-probability high-base game state", and "high-probability high-base game state". In the waiting-for-player performance mode, it is suggested to the player that it is in a state of waiting for the variable display of the special figure. The pachinko machine PY1 can perform a waiting-for-player performance during the setting of the waiting-for-player performance mode. As shown in FIG. 5(A-1), the waiting-for-player performance is an effect in which a waiting-for-player demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a. Also, during the display of the waiting-for-player demo video G100 on the pachinko machine PY1 of the present embodiment, for example, when the normal button 40 is operated, as shown in FIG. 5(A-2), a setting screen G101 for setting the effects of the pachinko machine PY1 may be displayed on the display unit 50a. The pachinko machine PY1 enables the setting of the effects of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the effects include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, the frequency setting of the executed effects, and the like.
[0175] The normal performance mode is a performance mode that may be set over one or more variable displays of the special figure in the "low-probability low-base game state". In the normal performance mode, it is suggested to the player that it is in a non-time-limited state. The pachinko machine PY1 of the present embodiment displays a normal background image G102 representing a mountain scenery on the display unit 50a as shown in FIG. 5(B-1) in the normal performance mode.
[0176] The high-probability variable performance mode is a performance mode that may be set over one or more variable displays of the special figure in the "high-probability high-base game state". In the high-probability variable performance mode, it is suggested to the player that it is in a high-probability state and a time-limited state. The pachinko machine PY1 of the present embodiment displays a high-probability variable background image G103 representing the universe and a right-hit image G231 prompting "right hit" on the display unit 50a as shown in FIG. 21(A) in the high-probability variable performance mode.
[0177] The right-hit image G231 of this embodiment is an upwardly bulging arc-shaped arrow display shown in Fig. 21(A). As shown in Fig. 2, when a player makes a right hit to reach the right side of the game area 6, the game ball will cross above the image display device 50 located at the center of the game area 6 in an upwardly bulging arc shape from left to right. The trajectory of the game ball at that time is an arc shape almost similar to the shape of the right-hit image G231. Therefore, it is easy for a player who sees such a right-hit image G231 to associate it with a right hit, and by displaying such a right-hit image G231, it is possible to more efficiently prompt the player to make a right hit.
[0178] The time-saving performance mode is a performance mode that may be set over one or more variable displays of special diagrams in the "low-probability high-base game state". In the time-saving performance mode, it is suggested to the player that it is in the normal probability state and the time-saving state. The pachinko machine PY1 of this embodiment, in the time-saving performance mode, as shown in Fig. 21(B), displays a time-saving background image G104 representing the sky and a right-hit image G231 similar to the above-mentioned probability-variable performance mode on the display unit 50a.
[0179] The jackpot performance mode is a performance mode set in the jackpot game state. In the jackpot performance mode, it is suggested to the player that the jackpot game is being executed. The pachinko machine PY1 of this embodiment, in the jackpot performance mode, at the start of the jackpot game, as shown in Fig. 22(A), displays an opening image G107 suggesting the start of the jackpot game and a right-hit image G231 similar to the above-mentioned probability-variable performance mode and time-saving performance mode on the display unit 50a. Note that the display of these images is called an "opening performance".
[0180] In addition, in the jackpot effect mode, during the round game, as shown in FIG. 22(B), the pachinko gaming machine PY1 of the present embodiment displays a round image G109 indicating the number of rounds and the like on the display unit 50a. Then, when it enters the high-probability state, an upgrade image G110 indicating that it has entered the high-probability state and the above-mentioned right-hit image G231 are displayed on the display unit 50a. The display of these images is referred to as "round effect".
[0181] Also, in the jackpot effect mode, at the end of the jackpot game, as shown in FIG. 22(C), the pachinko gaming machine PY1 of the present embodiment displays an ending image G111 suggesting the effect mode set after the jackpot effect mode, a total prize ball number image G112 suggesting the total number of prize balls paid out, and the above-mentioned right-hit image G231 on the display unit 50a. The display of these images is referred to as "ending effect".
[0182] 7. Display at power failure recovery (power failure recovery process) Subsequently, the display on the display unit 50a when the power failure recovery (power failure recovery process) of the pachinko gaming machine PY1 of the present embodiment is executed after a power failure will be described with reference to FIG. 18. In the pachinko gaming machine PY1 of the present embodiment, the display at the time of power failure recovery (power failure recovery process) differs depending on the game state set immediately before the power failure. Specifically, the display at the time of power failure recovery (power failure recovery process) when the power failure occurs during the setting of the normal game state (low-probability low-base game state) is different from the display at the time of power failure recovery (power failure recovery process) when the power failure occurs during the setting of the high-probability high-base game state, the low-probability high-base game state, or the jackpot game state.
[0183] 7-1. Display at power failure recovery in the normal game state (low-probability low-base game state) Regarding the display during power failure recovery (power failure recovery process) in the normal gaming state (low probability and low base gaming state), it will be described with reference to FIG. 18(A). When the gaming state is set to the normal gaming state and then a power failure occurs, and subsequently, when the power is turned on by operating the power switch 191 and the execution of the power failure recovery process is started, as shown in FIG. 18(A), the first character image G211 and the second character image G212 are displayed on the display unit 50a. At this time, the above-mentioned special image G221 is not displayed on the display unit 50a. Therefore, it is possible to make the player recognize that the gaming state after the completion of the power failure recovery process is not a gaming state in which "right hitting" is advantageous.
[0184] After the elapse of the first execution period (15 seconds) and when the execution of the power failure recovery process is completed, the first character image G211 and the second character image G212 disappear from the display unit 50a, and instead, the normal background image G102 in the normal effect mode shown in FIG. 5(B-1) is displayed on the display unit 50a. Thereby, it is possible to make the player recognize that the current gaming state is the low probability and low base gaming state.
[0185] 7-2. Display during power failure recovery in the high probability and high base gaming state Subsequently, regarding the display during power failure recovery (power failure recovery process) in the high probability and high base gaming state, it will be described with reference to FIG. 18(B). When the gaming state is set to the high probability and high base gaming state and then a power failure occurs, and subsequently, when the power is turned on by operating the power switch 191 and the execution of the power failure recovery process is started, as shown in FIG. 18(B), in addition to the first character image G211 and the second character image G212, the special image G221 is displayed on the display unit 50a. Therefore, it is possible to make the player grasp in advance that the gaming state after the completion of the power failure recovery process is a gaming state in which "right hitting" is advantageous.
[0186] After the elapse of the first execution period (15 seconds) and when the execution of the power failure recovery process ends, the first character image G211, the second character image G212, and the special image G221 all disappear from the display unit 50a, and instead, the probability-variable effect mode probability-variable background image G103 shown in FIG. 21(A) and the above-described right hit image G231 are displayed on the display unit 50a. Thereby, in addition to the gaming state being a high-probability high-base gaming state, it is possible to make the player recognize that "right hit" is advantageous.
[0187] 7-3. Display at the time of power failure recovery in the low-probability high-base gaming state Next, the display at the time of power failure recovery (power failure recovery process) in the low-probability high-base gaming state will be described with reference to FIG. 18(B). When the gaming state is set to the low-probability high-base gaming state and then a power failure occurs, and thereafter, when the power is turned on by operating the power switch 191 and the execution of the power failure recovery process is started, as in the case of power failure recovery in the high-probability high-base gaming state, in addition to the first character image G211 and the second character image G212, the special image G221 is displayed on the display unit 50a as shown in FIG. 18(B). Therefore, it is possible to make the player grasp in advance that the gaming state after the end of the power failure recovery process is a gaming state in which "right hit" is advantageous.
[0188] After the elapse of the first execution period and when the execution of the power failure recovery process ends, the first character image G211, the second character image G212, and the special image G221 all disappear from the display unit 50a, and instead, the time-saving effect mode time-saving background image G104 shown in FIG. 21(B) and the above-described right hit image G231 are displayed on the display unit 50a. Thereby, in addition to the gaming state being the low-probability high-base gaming state, it is possible to make the player recognize that "right hit" is advantageous.
[0189] 7-4. Display at the time of power failure recovery in the big win gaming state Next, the display during power failure recovery (power failure recovery process) in the jackpot gaming state will be described with reference to FIG. 18(B). When the gaming state is set to the jackpot gaming state and then a power failure occurs, and thereafter, when the power is turned on by operating the power switch 191 and the execution of the power failure recovery process is started, similar to the power failure recovery in the high-probability high-base gaming state and the low-probability high-base gaming state, as shown in FIG. 18(B), in addition to the first character image G211 and the second character image G212, a special image G221 is displayed on the display unit 50a. Therefore, it is possible to let the player grasp in advance that the gaming state after the completion of the power failure recovery process is a gaming state in which "right hitting" is advantageous.
[0190] After the elapse of the first execution period and when the execution of the power failure recovery process is completed, the first character image G211, the second character image G212, and the special image G221 all disappear from the display unit 50a, and instead, the opening image G107 of the jackpot effect mode shown in FIG. 22(A), the round image G109 of the jackpot effect mode shown in FIG. 22(B), or the ending image G111 of the jackpot effect mode shown in FIG. 22(C), and the above-described right hitting image G231 are displayed on the display unit 50a. Thereby, in addition to the gaming state being the jackpot gaming state, it is possible to let the player recognize that "right hitting" is advantageous.
[0191] <Effects of the First Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the first embodiment will be described.
[0192] (1) According to the pachinko gaming machine PY1 of this embodiment, when the gaming state during power failure recovery (power failure recovery process) is the normal gaming state (low probability and low base gaming state), the special image G221 is not displayed on the display unit 50a during the power failure recovery process. On the other hand, when it is in the high probability and high base gaming state, low probability and high base gaming state, or jackpot gaming state, the special image G221 is displayed during the power failure recovery process. Therefore, when the special image G221 is displayed during the power failure recovery process, the player can grasp that the gaming state after power-on is not the normal gaming state, but a gaming state where "right hitting" is advantageous.
[0193] (2) Also, during the power failure recovery process, various background images (normal background image G102, probability change background image G103, time reduction background image G104) are not displayed on the display unit 50a, and the first character image G211 and the second character image G212 that suggest that it is during the power failure recovery process are displayed. Therefore, it is possible to surely make the player recognize that it is during the power failure recovery process.
[0194] (3) Also, the high probability and high base gaming state, low probability and high base gaming state, and jackpot gaming state are gaming states where hitting the game ball on the right side of the game area 6 (right hitting) is more advantageous for the player than hitting the game ball on the left side of the game area 6 (left hitting), and the special image G221 is a display that shows right hitting to the player. Therefore, when the special image G221 is displayed during the power failure recovery process, the player can more surely grasp that the gaming state after power-on is not the normal gaming state, but a gaming state where "right hitting" is advantageous.
[0195] (4) Also, during the high probability and high base gaming state, low probability and high base gaming state, or jackpot gaming state, a right hitting image G231 that shows right hitting in a display mode different from the special image G221 can be displayed. Therefore, when the right hitting image G231 is displayed, it is possible to make the player recognize that the gaming state is the high probability and high base gaming state, low probability and high base gaming state, or jackpot gaming state.
[0196] <Second Embodiment> The following describes the second embodiment. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment and the first embodiment is also applicable to the second embodiment.
[0197] The pachinko gaming machine PY1 according to the second embodiment is different from the first embodiment in that the way of temporarily stopping the effect symbols EZ1, EZ2, and EZ3 in the special figure variation effect varies depending on the number of holds at the start of the execution of the special figure variation effect.
[0198] When a game ball wins in the first start port 11 during the variable display of the special figure in the pachinko gaming machine PY1 of the second embodiment, the right to receive the acquired jackpot determination is stored in the above-described game input unit 101a as a special figure 1 hold. Also, when a game ball wins in the second start port 12 during the variable display of the special figure, the right to receive the acquired jackpot determination is stored in the game input unit 101a as a special figure 2 hold. The game input unit 101a of the second embodiment can store up to a predetermined number (specifically, "4" for both the special figure 1 hold and the special figure 2 hold) of the special figure 1 hold and the special figure 2 hold.
[0199] Also in the second embodiment, similar to the first embodiment above, when the type of variation pattern is selected, the variation pattern determination table shown in FIG. 14 is referred to.
[0200] As shown in the variation pattern determination table, regardless of whether the game state is a non-time-limited state (normal game state) or a time-limited state (low-probability high-base game state or high-probability high-base game state), when the jackpot determination result of the special symbol (First Special Figure, Second Special Figure) is "miss" and the reach determination result is "no reach", depending on the number of special figure holds at the start of the variable display of the special symbol (i.e., the number of rights to receive the jackpot determination stored in the game input unit 101a described above), there are cases where the above-mentioned variation pattern "THP021" is selected and cases where the variation pattern "THP022" is selected. Specifically, when the number of special figure holds at the start of the variable display of the special symbol is "0", "1", or "2", the variation pattern "THP021" is selected, and when the number of special figure holds at the start of the variable display of the special symbol is "3" or "4", the variation pattern "THP022" is selected.
[0201] When the number of special figure holds at the start of the variable display of the special symbol is "0", "1", or "2" and the variation pattern "THP021" is selected, as shown in FIG. 23, along with the start of the execution of the special figure variation effect accompanying the variable display of the special symbol, after the variable display of the three effect symbols EZ1, EZ2, and EZ3 starts, in the flow shown in FIGS. 24(A), 24(B), 24(C), and 24(D), the variable displays of the three effect symbols EZ1, EZ2, and EZ3 are each temporarily stopped and then stopped.
[0202] Specifically, as shown in FIG. 24(A), among the three effect symbols EZ1, EZ2, and EZ3 that are in variable display, first, the left effect symbol EZ1 is temporarily stopped. When the left effect symbol EZ1 is temporarily stopped, the middle effect symbol EZ2 and the right effect symbol EZ3 are in variable display (see FIG. 24(A)).
[0203] Next, as shown in FIG. 24(B), among the two effect symbols EZ2 and EZ3 that are in variable display, the right effect symbol EZ3 is temporarily stopped. When this right effect symbol EZ3 is temporarily stopped, the middle effect symbol EZ2 is in variable display (see FIG. 24(B)).
[0204] Finally, as shown in FIG. 24(C), the middle effect symbol EZ2 is temporarily stopped and displayed. After all three effect symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed, these three effect symbols EZ1, EZ2, and EZ3 are stopped and displayed (see FIG. 24(D)).
[0205] On the other hand, when the number of special symbols reserved at the start of the variable display of the special symbol is "3" or "4" and the variation pattern "THP022" is selected, along with the start of the execution of the special symbol variation effect accompanying the variable display of the special symbol, after the variable display of the three effect symbols EZ1, EZ2, and EZ3 is started (see FIG. 23), in the flow shown in FIGS. 25(A), 25(B), and 25(C), the variable displays of the three effect symbols EZ1, EZ2, and EZ3 are each temporarily stopped and then stopped and displayed.
[0206] Specifically, as shown in FIG. 25(A), among the three effect symbols EZ1, EZ2, and EZ3 during variable display, first, the left effect symbol EZ1 and the right effect symbol EZ3 are simultaneously temporarily stopped and displayed. When the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed, the middle effect symbol EZ2 is in variable display (see FIG. 25(A)).
[0207] Next, as shown in FIG. 25(B), the middle effect symbol EZ2 is temporarily stopped and displayed. After all three effect symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed, these three effect symbols EZ1, EZ2, and EZ3 are stopped and displayed (see FIG. 25(C)).
[0208] Also, in the second embodiment, when the result of the big win determination of the special symbol (the first special symbol, the second special symbol) is "big win selected", and when the result of the big win determination is "loss" and the result of the reach determination is "reach exists", a reach using the effect symbols EZ1 and EZ3 is established in the special symbol variation effect performed in that variation pattern.
[0209] Specifically, after the start of the execution of the special symbol variation effect accompanying the variable display of the special symbol, after the variable display of the three effect symbols EZ1, EZ2, and EZ3 is started (see Fig. 26(A)), as shown in Fig. 26(B), among the three effect symbols EZ1, EZ2, and EZ3 during the variable display, the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed simultaneously with the same display mode symbols. When the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed, the middle effect symbol EZ2 is in variable display (see Fig. 26(B)). Thereafter, N-reach will be executed in the special symbol variation effect.
[0210] Also, during the special symbol variation effect in the variation pattern shown in Fig. 14, the timings (left stop timing T1, middle stop timing T2, and right stop timing T3) of the temporary stop display of the three effect symbols EZ1, EZ2, and EZ3 are as follows.
[0211] Specifically, in the special symbol variation effect of the variation pattern "THP001", when reaching, the left effect symbol EZ1 and the right effect symbol EZ3 among the three effect symbols EZ1, EZ2, and EZ3 are temporarily stopped and displayed simultaneously, and thereafter, the middle effect symbol EZ2 is temporarily stopped and displayed. In this case, both the left stop timing T1 of the left effect symbol EZ1 and the right stop timing T3 of the right effect symbol EZ3 are the timings 10 seconds after the start of the execution of the special symbol variation effect. On the other hand, the middle effect symbol EZ2 switches from variable display to temporary stop display at the end of the SPSP-reach after passing through N-reach, SP-reach, and SPSP-reach. The middle stop timing T2 of this middle effect symbol EZ2 is the timing 115 seconds after the start of the execution of the special symbol variation effect. Therefore, in the special symbol variation effect of the variation pattern "THP001", the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed at reach until the middle effect symbol EZ2 is temporarily stopped and displayed is "105 seconds". During this period, the player can enjoy the special symbol variation effect after reaching (especially N-reach, SP-reach, and SPSP-reach).
[0212] Also, in the special figure variation effect of variation pattern "THP002", similar to the above-mentioned variation pattern "THP001", when reaching a reach, the left effect symbol EZ1 and the right effect symbol EZ3 are simultaneously temporarily stopped and displayed, and then the middle effect symbol EZ2 is temporarily stopped and displayed. In this case, both the left stop timing T1 and the right stop timing T3 are at the timing 10 seconds after the start of the execution of the special figure variation effect. On the other hand, the middle effect symbol EZ2 switches from variable display to temporary stop display at the end of the SP reach after passing through the N reach and the SP reach. The middle stop timing T2 at this time is at the timing 95 seconds after the start of the execution of the special figure variation effect. Therefore, in the special figure variation effect of variation pattern "THP002", the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed at reach until the middle effect symbol EZ2 is temporarily stopped and displayed is "85 seconds". During this period, the player can enjoy the special figure variation effect after reaching (especially the N reach and the SP reach).
[0213] Also, in the special figure variation effect of variation pattern "THP011", similar to the above-mentioned variation pattern "THP001" and "THP002", among the three effect symbols EZ1, EZ2, and EZ3, the left effect symbol EZ1 and the right effect symbol EZ3 are simultaneously temporarily stopped and displayed, and then the middle effect symbol EZ2 is temporarily stopped and displayed. In this case, both the left stop timing T1 and the right stop timing T3 are at the timing 10 seconds after the start of the execution of the special figure variation effect. On the other hand, similar to variation pattern "THP001", the middle effect symbol EZ2 switches from variable display to temporary stop display at the end of the SPSP reach after passing through the N reach, the SP reach, and the SPSP reach. The middle stop timing T2 at this time is at the timing 115 seconds after the start of the execution of the special figure variation effect. Therefore, in the special figure variation effect of variation pattern "THP011", the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed at reach until the middle effect symbol EZ2 is temporarily stopped and displayed is "105 seconds". During this period, the player can enjoy the special figure variation effect after reaching (especially the N reach, the SP reach, and the SPSP reach).
[0214] Also, in the special figure variation effect of the variation pattern "THP012", similar to the above-mentioned variation patterns "THP001", etc., when reaching a reach, the left effect symbol EZ1 and the right effect symbol EZ3 are simultaneously temporarily stopped and displayed, and then the middle effect symbol EZ2 is temporarily stopped and displayed. In this case, both the left stop timing T1 and the right stop timing T3 are at the timing 10 seconds after the start of execution of the special figure variation effect. On the other hand, similar to the variation pattern "THP002", the middle effect symbol EZ2 switches from variable display to temporary stop display at the end of the SP reach after passing through the N reach and the SP reach. The middle stop timing T2 at this time is at the timing 95 seconds after the start of execution of the special figure variation effect. Therefore, in the special figure variation effect of the variation pattern "THP002", the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed at reach until the middle effect symbol EZ2 is temporarily stopped and displayed is "85 seconds". During this period, the player can enjoy the special figure variation effect after reaching (especially the N reach and the SP reach).
[0215] Also, in the special figure variation effect of the variation pattern "THP013", similar to the above-mentioned variation patterns "THP001", etc., when reaching a reach, the left effect symbol EZ1 and the right effect symbol EZ3 are simultaneously temporarily stopped and displayed, and then the middle effect symbol EZ2 is temporarily stopped and displayed. In this case, both the left stop timing T1 and the right stop timing T3 are at the timing 10 seconds after the start of execution of the special figure variation effect. On the other hand, the middle effect symbol EZ2 switches from variable display to temporary stop display at the end of the N reach after passing through the N reach. The middle stop timing T2 at this time is at the timing 15 seconds after the start of execution of the special figure variation effect. Therefore, in the special figure variation effect of the variation pattern "THP013", the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed at reach until the middle effect symbol EZ2 is temporarily stopped and displayed is "5 seconds". During this period, the player can enjoy the special figure variation effect after reaching (especially the N reach).
[0216] Also, in the special figure variation performance of the variation pattern "THP021", at the end of the normal variation, as shown in FIG. 24, the left performance symbol EZ1, the right performance symbol EZ3, and the middle performance symbol EZ2 are sequentially temporarily stopped and displayed. The left stop timing T1 at this time is the timing 7 seconds after the start of execution of the special figure variation performance, the right stop timing T3 is the timing 8 seconds after the start of execution of the special figure variation performance, and the middle stop timing T2 is the timing 9 seconds after the start of execution of the special figure variation performance.
[0217] Also, in the special figure variation performance of the variation pattern "THP022", at the end of the normal variation, as shown in FIG. 25, the left performance symbol EZ1 and the middle performance symbol EZ2 are simultaneously temporarily stopped and displayed, and then the right performance symbol EZ3 is temporarily stopped and displayed. That is, both the left stop timing T1 and the right stop timing T3 are the timing 1 second after the start of execution of the special figure variation performance, and the middle stop timing T2 is the timing 1.5 seconds after the start of execution of the special figure variation performance. Therefore, in the special figure variation performance of the variation pattern "THP022", the period from when the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped and displayed in a combination (mode) other than a reach until the middle performance symbol EZ2 is temporarily stopped and displayed is "0.5 seconds". Therefore, similar to when there is a reach, the left performance symbol EZ1 and the right performance symbol EZ3 are simultaneously temporarily stopped and displayed, allowing the player to expect for a moment that it is a "reach", and then, the middle performance symbol EZ2 is quickly temporarily stopped and displayed, making it possible to quickly end the special figure variation performance where the result of the big win determination is "a miss".
[0218] <Effects of the Second Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the second embodiment will be described.
[0219] (1) According to the pachinko gaming machine PY1 of the second embodiment, during the special symbol (first special figure, second special figure) variable display on the display devices 8 in the normal gaming state, when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed as a reach, regardless of the number of rights stored in the game input unit 101a at the start of the execution of the special figure variable effect, the left stop timing T1 at which the left effect symbol EZ1 is temporarily stopped and displayed is the same as the right stop timing T3 at which the right effect symbol is temporarily stopped and displayed. On the other hand, when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed other than as a reach, if the number of rights stored in the game input unit 101a at the start of the execution of the special figure variable effect is "1", the left stop timing T1 and the right stop timing T3 are different, and if the number of rights stored in the game input unit 101a is "3", the left stop timing T1 and the right stop timing T3 are the same. Therefore, when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed as a reach, it is possible to impress the player with the temporary stop display as a reach. Also, even when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed other than as a reach, when the number of rights is relatively large, it is possible to attract the player's attention to the temporary stop display of the left effect symbol EZ1 and the right effect symbol EZ3 by making the player think that it might be a reach.
[0220] (2) Also, the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are stopped and displayed as a reach until the middle effect symbol EZ2 is temporarily stopped and displayed is longer than the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed in a stop mode other than a reach until the middle effect symbol EZ2 is stopped and displayed. Therefore, even when the left stop timing T1 and the right stop timing T3 are the same, for a stop mode (stop mode other than a reach) that is less interesting to the player, it can be made to appear relatively short, and for a stop mode (reach) that is more interesting to the player, it can be made to appear relatively long.
[0221] <Modification Examples of the Basic Embodiment, the First Embodiment, and the Second Embodiment> Next, a modification example of the pachinko gaming machine PY1 described in the basic embodiment, the first embodiment, and the second embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above-described embodiments and the following modification examples can be appropriately deleted if they are not described as essential in this specification.
[0222] In the first embodiment, the low-probability low-base gaming state (normal gaming state) is defined as the "first gaming state" according to the present invention. However, a gaming state other than the low-probability low-base gaming state, such as a high-probability high-base gaming state, a high-probability low-base gaming state, or a low-probability high-base gaming state, may be defined as the first gaming state. Also, the high-probability high-base gaming state, the low-probability high-base gaming state, and the jackpot gaming state are defined as the "second gaming state" according to the present invention. However, a gaming state other than the high-probability high-base gaming state, the low-probability high-base gaming state, and the jackpot gaming state, such as a low-probability low-base gaming state (normal gaming state) or a high-probability low-base gaming state, may be defined as the second gaming state. Also, although one type of gaming state is defined as the first gaming state, two or more types of gaming states may be defined as the first gaming state. Also, although three types of gaming states are defined as the second gaming state, one, two, or four or more types of gaming states may be defined as the second gaming state.
[0223] Also, in the first embodiment, the special image G221 in the display mode shown in FIG. 18(B) is defined as the "predetermined display" according to the present invention. However, an image different from the display mode shown in FIG. 18(B) may be defined as the predetermined display. Also, although the image displayed on the display unit 50a is defined as the predetermined display, an image displayed on a display means other than the display unit may be defined as the predetermined display. Also, although an image is defined as the predetermined display, a display other than an image, such as a printed matter, a sticker, a movable body (gimmick), or an LED lamp, may be defined as the predetermined display. Also, although the predetermined display indicates a right hit, it may indicate a left hit. Also, for example, a display indicating the gaming state during setting or a display mode that does not include a character string, or something other than a display indicating the hitting direction may be defined as the predetermined display.
[0224] Also, in the first embodiment, during the power-off recovery process (predetermined recovery process), various background images (background images for effects) such as the normal background image G102, the probability-variable background image G103, and the time-saving background image G104 are not displayed. However, during the predetermined recovery process, a configuration may be adopted in which the background image for effects can be displayed. Also, during the predetermined recovery process, a configuration is adopted in which a display indicating that the recovery process is in progress is made. However, during the predetermined recovery process, a configuration may be adopted in which a display indicating that the recovery process is in progress is not made. Also, during the predetermined recovery process, instead of the display indicating that the recovery process is in progress, another display may be made.
[0225] Also, in the first embodiment, the right side and the left side of the gaming area 6 are defined as the "first side" and the "second side" according to the present invention. However, the left side of the gaming area may be defined as the first side and the right side as the second side. Also, "right-handed hitting" and "left-handed hitting" are defined as the "first hitting method" and the "second hitting method" according to the present invention. However, "left-handed hitting" and "right-handed hitting" may be defined as the "first hitting method" and the "second hitting method" according to the present invention.
[0226] Also, in the first embodiment, the right-handed hitting image G231 is a display indicating right-handed hitting (the first hitting method) in a manner different from the special image G221 (predetermined display). However, the right-handed hitting image G231 may be a display indicating the first hitting method in the same or a similar manner as the predetermined display. Also, although an image (right-handed hitting image G231) is used as the display indicating the first hitting method, for example, a display other than an image such as a printed matter, a sticker, a movable body (gadget), or an LED lamp may be used as the display indicating the first hitting method.
[0227] In the second embodiment, the low-probability and low-base game state (normal game state) is defined as the "first game state" according to the present invention. However, for example, a game state other than the low-probability and low-base game state, such as a high-probability and high-base game state, a high-probability and low-base game state, or a low-probability and high-base game state, may be defined as the first game state. Also, the jackpot game state is defined as the "second game state" according to the present invention. However, for example, a game state other than the jackpot game state, such as a low-probability and low-base game state (normal game state), a high-probability and low-base game state, a high-probability and high-base game state, or a low-probability and high-base game state, may be defined as the second game state. Further, one type of game state is defined as the first game state, but two or more types of game states may be defined as the first game state. Also, one type of game state is defined as the second game state, but two or more types of game states may be defined as the second game state.
[0228] In the second embodiment, the special figure variation effect is defined as the "specific effect" according to the present invention. However, for example, among the special figure variation effects, an effect of a part that can be stopped and displayed after variably displaying all of a plurality of effect symbols EZ1, EZ2, EZ3 (ornamental symbols) may be defined as the specific effect.
[0229] In the second embodiment, a special figure variation effect in which three effect symbols EZ1, EZ2, EZ3 can be stopped and displayed is defined as the "specific effect in which a plurality of ornamental symbols can be stopped and displayed" according to the present invention. However, a special figure variation effect in which two ornamental symbols can be stopped and displayed may be defined as the specific effect. Also, a special figure variation effect in which four or more ornamental symbols can be stopped and displayed may be defined as the specific effect.
[0230] In the second embodiment, the left effect symbol EZ1 is defined as the "first ornamental symbol" according to the present invention. However, among a plurality of effect symbols (ornamental symbols), an effect symbol other than the left effect symbol may be defined as the first ornamental symbol. Also, the right effect symbol EZ3 is defined as the "second ornamental symbol" according to the present invention. However, among a plurality of effect symbols (ornamental symbols), an effect symbol other than the right effect symbol may be defined as the second ornamental symbol. Further, the middle effect symbol EZ2 is defined as the "third ornamental symbol" according to the present invention. However, among a plurality of effect symbols (ornamental symbols), an effect symbol other than the middle effect symbol may be defined as the third ornamental symbol.
[0231] In the second embodiment, the temporary stop display of the effect symbol (decoration symbol) is defined as the "stop display" according to the present invention. However, the actual stop display of the decoration symbol may also be defined as the stop display.
[0232] In the second embodiment, during the special figure variation effect (specific effect) in the low-probability low-base game state (first game state), when the left effect symbol EZ1 (first decoration symbol) and the right effect symbol EZ3 (second decoration symbol) stop and display in the reach (reach mode), regardless of the number of rights stored in the game input unit 101a (storage means) at the start of the execution of the specific effect, the left stop timing T1 (first stop timing) at which the first decoration symbol stops and displays is the same as the right stop timing T3 (second stop timing) at which the second decoration symbol stops and displays. However, during the specific effect in the first game state, when the first decoration symbol and the second decoration symbol stop and display in the reach mode, it may be configured such that the first stop timing at which the first decoration symbol stops and displays is the same as the second stop timing at which the second decoration symbol stops and displays regardless of the number of rights stored in the storage means at the start of the execution of the specific effect, and there may also be a case where the first stop timing and the second stop timing are different.
[0233] In the second embodiment, the "1" as the number of rights to be judged and stored in the game input unit 101a (storage means) is defined as the "first number" according to the present invention. However, a number less than the second number and other than "1" may also be defined as the first number. Also, the "3" as the number of rights to be judged and stored in the storage means is defined as the "second number" according to the present invention. However, a number greater than the first number and other than "3" may also be defined as the second number.
[0234] Also, in the second embodiment, in the special drawing variation effect of variation patterns "THP001" and "THP011", the period from when the left effect symbol EZ1 (the first decorative symbol) and the right effect symbol EZ3 (the second decorative symbol) are temporarily stopped and displayed in a reach until the middle effect symbol EZ2 is temporarily stopped and displayed is set to "105 seconds", but this is merely an example, and other numerical values other than 105 seconds may also be used. Furthermore, as that period, a period longer than the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed in a combination other than a reach until the middle effect symbol EZ2 is temporarily stopped and displayed in the special drawing variation effect of variation pattern "THP022" is more preferable.
[0235] Also, in the second embodiment, in the special drawing variation effect of variation patterns "THP002" and "THP012", the period from when the left effect symbol EZ1 (the first decorative symbol) and the right effect symbol EZ3 (the second decorative symbol) are temporarily stopped and displayed in a reach until the middle effect symbol EZ2 is temporarily stopped and displayed is set to "85 seconds", but this is merely an example, and other numerical values other than 85 seconds may also be used. Furthermore, as that period, a period longer than the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed in a combination other than a reach until the middle effect symbol EZ2 is temporarily stopped and displayed in the special drawing variation effect of variation pattern "THP022" is more preferable.
[0236] Also, in the second embodiment, in the special drawing variation effect of variation pattern "THP013", the period from when the left effect symbol EZ1 (the first decorative symbol) and the right effect symbol EZ3 (the second decorative symbol) are temporarily stopped and displayed in a reach until the middle effect symbol EZ2 is temporarily stopped and displayed is set to "5 seconds", but this is merely an example, and other numerical values other than 5 seconds may also be used. Furthermore, as that period, a period longer than the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed in a combination other than a reach until the middle effect symbol EZ2 is temporarily stopped and displayed in the special drawing variation effect of variation pattern "THP022" is more preferable.
[0237] In the second embodiment, in the special figure variation effect of the variation pattern "THP022" in which the left effect symbol EZ1 (first decorative symbol) and the right effect symbol EZ3 (second decorative symbol) are temporarily stopped and displayed simultaneously in a combination (mode) other than a reach, after the left effect symbol EZ1 and the middle effect symbol EZ2 are temporarily stopped and displayed simultaneously, the right effect symbol EZ3 is configured to be temporarily stopped and displayed. However, in addition to the first decorative symbol and the second decorative symbol, the remaining decorative symbols may also be configured to be temporarily stopped and displayed simultaneously.
[0238] In the first embodiment, the initialization switch 119 is provided on the main control board 1001 attached to the back surface of the game board 1, but it may be provided at a position where the player cannot easily operate it, for example, it may be provided on the power supply board 190.
[0239] In the first embodiment and the second embodiment, the 3D liquid crystal display is used as the display unit 50a. However, for example, a 2D liquid crystal display, a dot display, a 7-segment display, or an LED lamp may be used as the display unit.
[0240] In the first embodiment and the second embodiment, the gaming machine is provided with one "display unit". However, for example, a gaming machine provided with a plurality of display units may be used.
[0241] In addition, the first specific number of times, the second specific number of times, and the first execution period in the first embodiment and the second embodiment are all examples, and they may be other than the numerical values described above.
[0242] In the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state". However, different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state". For example, in the "high probability low base game state", a background including an image suggesting a high probability state may be displayed.
[0243] Also, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a in parallel with the variable display of the special figure. However, other symbols may be variably displayed on the display unit 50a in parallel with the effect symbols EZ1, EZ2, and EZ3. In this case, it is preferable that the size of the other symbols is smaller than the size of the effect symbols EZ1, EZ2, and EZ3.
[0244] Also, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special figure. However, other symbols may be variably displayed on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, dedicated LEDs for variably displaying other symbols may be installed on the game board 1, and the dedicated LEDs may be made to blink during the variable display of the effect symbols EZ1, EZ2, and EZ3.
[0245] Also, in the basic embodiment, the first special figure and the second special figure are not variably displayed simultaneously, and only one of them is variably displayed. However, the first special figure and the second special figure may be variably displayed simultaneously.
[0246] Also, in the basic embodiment, the progress of the game and the effect are controlled by separate control units. However, the progress of the game and the effect may be controlled by one control unit. For example, both the progress of the game and the effect may be controlled only by the main control unit 100.
[0247] Also, the gaming machine of the present invention can be applied to other pinball gaming machines such as an arrange ball machine and a birdcage ball gaming machine.
[0248] <The inventions disclosed in the first embodiment, the second embodiment, and the third embodiment> Up to the previous paragraph in this [Mode for Carrying Out the Invention], the following Invention A and Invention B are disclosed. In the description of Invention A, the names and expressions of the corresponding configurations in the embodiments for carrying out the aforementioned invention, and the reference numerals used in the drawings are appended in parentheses for reference. However, the elements such as the means constituting each invention are not limited to this appendix. Note that Invention A is a general term for the following Inventions A1 to A4, and Invention B is a general term for the following Inventions B1 to B3.
[0249] The gaming machine according to Invention A1 is provided with power supply means (power supply board 190) capable of turning on the power, setting means (game control microcomputer 101) for setting one gaming state from a plurality of gaming states including a first gaming state (low probability low base gaming state) and a second gaming state (for example, high probability high base gaming state), and display control means (effect control microcomputer 121) for performing a predetermined display (special image G221) using a display unit (50a). There are cases where the gaming state after power-on is the first gaming state and the second gaming state, and the display control means does not perform the predetermined display when the gaming state after power-on is the first gaming state, while when the gaming state after power-on is the second gaming state, the gaming machine (pachinko gaming machine PY1) is characterized in that the predetermined display is performed from after power-on until before the end of a predetermined recovery process.
[0250] According to the gaming machine having this configuration, when a predetermined display is performed from after power-on until before the end of a predetermined recovery process, the player can grasp that the gaming state after power-on is not the first gaming state but the second gaming state.
[0251] The gaming machine according to Invention A2 is the gaming machine according to Invention A1, and is characterized in that during the predetermined recovery process, no background image for the effect is displayed, and a display suggesting that it is during the recovery process is made.
[0252] According to the gaming machine with this configuration, it is possible to surely make the player recognize that the restoration process is in progress.
[0253] The gaming machine according to Invention A3 is a gaming machine described in Invention A2, wherein the second gaming state is a gaming state that is more advantageous to the player when hitting the game ball in the first hitting method into the first side of the game area (6) than when hitting the game ball in the second hitting method into the second side of the game area, and the predetermined display is a display indicating the first hitting method, characterized as a gaming machine.
[0254] According to the gaming machine with this configuration, when the predetermined display is performed after the power is turned on and before the end of the predetermined restoration process, the player can more surely grasp that the gaming state after the power is turned on is the second gaming state.
[0255] The gaming machine according to Invention A4 is a gaming machine described in Invention A3, wherein during the second gaming state, a display (right hitting image G231) indicating the first hitting method in a mode different from the predetermined display is executable, characterized as a gaming machine.
[0256] According to the gaming machine with this configuration, when a display indicating the first hitting method is performed, it is possible to make the player recognize that the gaming state is the second gaming state.
[0257] The gaming machine according to Invention B1 is a determination means (game control microcomputer 101) for determining whether to set to the second gaming state (big win gaming state) in the first gaming state (low probability low base gaming state), a special symbol variable display means (display devices 8) for stopping and displaying a special symbol in a mode indicating the result of the determination by the determination means after variable display, a storage means (game input unit 101a) capable of storing a plurality of acquired rights to receive the determination, It includes effect execution means (effect control unit 120) capable of executing a predetermined effect. The effect execution means During the variable display of the special symbol, it is capable of executing a specific effect (special figure variable effect) in which a plurality of decorative figures including a first decorative figure (left effect figure EZ1) and a second decorative figure (right effect figure EZ3) are variably displayed and then stopped and displayed. During the specific effect in the first gaming state, when the first decorative figure and the second decorative figure stop and are displayed in a reach mode, regardless of the number of rights stored in the storage means at the start of execution of the specific effect, the first stop timing (left stop timing T1) at which the first decorative figure stops and is displayed and the second stop timing (right stop timing T3) at which the second decorative figure stops and is displayed may be the same. When the first decorative figure and the second decorative figure stop and are displayed in a mode other than the reach mode, if the number of rights stored in the storage means at the start of execution of the specific effect is a first number (for example, "1"), the first stop timing and the second stop timing are different, and if the number of rights stored in the storage means at the start of execution of the specific effect is a second number (for example, "3") greater than the first number, the first stop timing and the second stop timing are the same. A gaming machine (pachinko gaming machine PY1) characterized by this.
[0258] According to the gaming machine with this configuration, when the first decorative figure and the second decorative figure stop and are displayed in a reach mode, it is possible to impress the player with the stop display in the reach mode. Also, even when the first decorative figure and the second decorative figure stop and are displayed in a mode other than the reach mode, when the number of rights is relatively large, it is possible to attract the player's attention to the stop display of the first decorative figure and the second decorative figure, suggesting that it may be a reach mode.
[0259] The gaming machine according to Invention B2 Is the gaming machine described in Invention B1, The plurality of decorative figures include a third decorative figure (middle effect figure EZ2). The period from when the first stop timing and the second stop timing are the same and the first decorative symbol and the second decorative symbol stop and are displayed in the reach mode until the third decorative symbol stops and is displayed is longer than the period from when the first stop timing and the second stop timing are the same and the first decorative symbol and the second decorative symbol stop and are displayed in a stop mode other than the reach mode until the third decorative symbol stops and is displayed. The gaming machine is characterized by this.
[0260] According to the gaming machine with this configuration, even when the first stop timing and the second stop timing are the same, for a stop mode (a stop mode other than the reach mode) that is less interesting to the player, it can be made to appear relatively short, and for a stop mode (the reach mode) that is more interesting to the player, it can be made to appear relatively long.
[0261] The gaming machine according to Invention B3 is the gaming machine according to Invention B1 or Invention B2, when the first decorative symbol and the second decorative symbol stop and are displayed in the reach mode during the specific effect in the first gaming state, the first stop timing and the second stop timing are always the same regardless of the number of the rights stored in the storage means at the start of the execution of the specific effect. The gaming machine is characterized by this.
[0262] According to the gaming machine with this configuration, when the first decorative symbol and the second decorative symbol stop and are displayed in the reach mode, it is possible to surely impress the player with the stop display in the reach mode.
Explanation of Signs
[0263] 6... Gaming area 8... Display devices (specially illustrated variable display means) 50a... Display unit 100... Main control unit 101... Gaming control microcomputer (setting means, determination means) 101a... Gaming input unit (storage means) 120... Effect control unit (effect execution means) 121... Exclusive-use microcontroller for performance 190... Power supply board (power-on means) EZ1... Left performance symbol (first decorative symbol) EZ2... Middle performance symbol (third decorative symbol) EZ3... Right performance symbol (second decorative symbol) G221... Special image (predetermined display) G231... Right-hit image (display) PY1... Pachinko gaming machine (gaming machine) T1... Left stop timing (first stop timing) T2... Middle stop timing T3... Right stop timing (second stop timing)
Claims
[Claim 1] A power supply means for supplying power to the device; A setting means for setting one of a plurality of game states including a first game state and a second game state; A display control means for performing a predetermined display using the display unit, The gaming state after power-on may be the first gaming state or the second gaming state, The display control means When the gaming state after power-on is the first gaming state, the predetermined display is not performed, When the gaming state after power-on is the second gaming state, the predetermined display is performed after power-on and before the end of a predetermined recovery process. A gaming machine characterized in that, during the specified recovery process, no background image for presentation is displayed, and instead a display indicating that recovery process is in progress is displayed.
Citation Information
Patent Citations
Pachinko game machine
JP2003062187A