Game machine

The gaming machine addresses the need to enhance player engagement by incorporating determination and effect execution means to dynamically adjust game effects based on player interactions, resulting in increased interest and satisfaction.

JP2025077709APending Publication Date: 2025-05-19SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023190103
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-07
Publication Date
2025-05-19

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance the interest and engagement of players through dynamic and varied image effects during gameplay.

Method used

The gaming machine incorporates determination means for switching between gaming states, special symbol variable display means for indicating results, storage means for acquiring rights, and effect execution means to execute specific effects, including variable display and stop timing adjustments based on the number of rights stored.

Benefits of technology

This configuration enhances player interest by providing dynamic and varied game effects, increasing engagement and potentially leading to higher player satisfaction and prolonged gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025077709000001_ABST
    Figure 2025077709000001_ABST
Patent Text Reader

Abstract

To provide a game machine which contributes to increasing interest in a game through a performance.SOLUTION: A Pachinko game machine is capable of executing a specific performance in which any one of a plurality of decorative symbols including a first decorative symbol EZ1 and a second decorative symbol EZ3 can be stopped and displayed. During the specific performance in a first game state, when the first decorative symbol and the second decorative symbol are stopped and displayed in a ready-to-win state, a first stop timing at which the first decorative symbol is stopped and displayed and a second stop timing at which the second decorative symbol is stopped and displayed may be the same regardless of the number of rights stored in storage means at the start of execution of the specific performance. When the first decorative symbol and the second decorative symbol are stopped and displayed in a state other than the ready-to-win state, if the number of rights stored in the storage means at the start of execution of the specific performance is "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 performance is "3", the first stop timing and the second stop timing are the same.SELECTED DRAWING: Figure 25
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine represented by a pachinko gaming machine.

Background Art

[0002] Conventionally, a gaming machine capable of executing an image effect in which a plurality of decorative symbols are variably displayed and then stopped and displayed is known (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, the gaming machine described in Patent Document 1 has room for improvement from the viewpoint of enhancing the interest of the effect.

Means for Solving the Problems

[0005] The gaming machine disclosed in this specification includes determination means for determining whether or not to set to a second gaming state in a first gaming state, special symbol variable display means for stopping and displaying a special symbol in a mode indicating the result of determination by the determination means after variable display, storage means capable of storing a plurality of acquired rights to receive the determination, and effect execution means capable of executing a predetermined effect, The effect execution means is capable of executing a specific effect in which a plurality of decorative symbols including a first decorative symbol and a second decorative symbol are variably displayed and then stopped and displayed during the variable display of the special symbol, During the specific performance in the first gaming state, when the first decorative symbol and the second decorative symbol stop displaying in the reach mode, the first stop timing at which the first decorative symbol stops displaying and the second stop timing at which the second decorative symbol stops displaying may be the same regardless of the number of the rights stored in the storage means at the start of the execution of the specific performance. When the first decorative symbol and the second decorative symbol stop displaying in a mode other than the reach mode, if the number of the rights stored in the storage means at the start of the execution of the specific performance is a first number, the first stop timing and the second stop timing are different, and if the number of the rights stored in the storage means at the start of the execution of the specific performance is a second number greater than the first number, the first stop timing and the second stop timing are the same.

Advantages of the Invention

[0006] According to the present invention, it is possible to provide a gaming machine that contributes to enhancing the interest of the game through the performance.

Brief Description of the Drawings

[0007]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

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 to be 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 simplification of description, the names of information, signals, physical quantities, members, etc. may be omitted or abbreviated by indicating symbols or signs referring to the information, signals, physical quantities, members, etc. Further, when there is an arbitrary flowchart described later, in that 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> Subsequently, a first embodiment of the gaming machine of the present invention will be described. First, a basic embodiment that is 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. Further, "front" is the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rear" 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 that is attached to the island structure of the pachinko parlor, and a front door 23 that is 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 that is 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 the game board 1 can be visually recognized from the front (the player side) through the transparent plate 23t.

[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] Also, 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 speaker 52 is installed at the upper left and upper right parts of the front door 23 and outputs, for example, BGM (Back Ground Music), sound effects, etc. The frame lamp 53 is installed at the left and right parts of the front door 23 around the transparent plate 23t and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper part 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, for example, as shown in FIG. 1. Note that the movement of the frame movable body 58k may be other than up and down movement.

[0014] In addition, the front door 23 is provided with a normal button 40 operable by the 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 is provided with 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 to be capable of vibrating by the vibration motor. On the other hand, the special button 41 is provided with 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 to be capable of 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 includes a game area 6 through which a game ball launched by operating the handle 72k can flow down (fall). In the game area 6, game pins (not shown) for changing the flowing direction of the game ball are installed, and a winning device through which the game ball 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 provided with a detection sensor for detecting the entry or passage of the game ball.

[0017] The first starting port 11 is installed at the lower part of the game area 6 so that game balls can enter. When a game ball enters the first starting port 11 of the pachinko gaming machine PY1, the upper tray 34 pays out a predetermined number (for example, 3) of game balls as bonus balls. Also, when a game ball enters the first starting port 11, the pachinko gaming machine PY1 acquires the right to undergo a jackpot determination described later. The first starting port 11 is always configured such that the ease of entry of game balls remains unchanged.

[0018] The second starting port 12 is installed at the lower part of the game area 6, below the first starting port 11, so that game balls can enter. When a game ball enters the second starting port 12 of the pachinko gaming machine PY1, the upper tray 34 pays out a predetermined number (for example, 1) of game balls as bonus balls. Also, when a game ball enters the second starting port 12, the pachinko gaming machine PY1 acquires the right to undergo a jackpot determination in the same manner as when a game ball enters the first starting port 11. Different from the first starting port 11, the second starting 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 gaming machine PY1 can set the second starting port 12 to either a closed state (closed mouth state) where game balls do not enter or enter with difficulty, or an open state (open state) where game balls enter the second starting port 12 more easily than in the closed state, by opening and closing the opening / closing member 12k using the opening / closing solenoid.

[0019] The gate 13 is installed at the right part of the game area 6 so that game balls can pass through. When a game ball passes through the gate 13 of the pachinko gaming machine PY1, the pachinko gaming machine PY1 acquires the right to undergo a hit determination described later. Note that even when a game ball passes through the gate 13, the pachinko gaming machine PY1 does not pay out bonus balls to the upper tray 34.

[0020] The first major winning opening 14 is installed at the lower right part of the game area 6 so that game balls can enter. When a game ball enters the first major winning opening 14 of the pachinko machine PY1, a predetermined number (for example, 15) of game balls are paid out as prize balls onto the upper tray 34. The first major winning opening 14 is provided with an openable and closable first opening / closing door 14k and an opening / closing solenoid (not shown). The pachinko machine PY1 uses the opening / closing solenoid to open and close the first opening / closing door 14k, thereby setting it either in a closed state (closed mouth state) where game balls cannot enter the first major winning opening 14 or in an open state (opened state) where game balls can enter.

[0021] The second major winning opening 15 is installed at the lower right part of the game area 6, below the first major winning opening 14, so that game balls can enter. When a game ball enters the second major winning opening 15 of the pachinko machine PY1, a predetermined number (for example, 15) of game balls are paid out as prize balls onto the upper tray 34. The second major winning opening 15 is provided with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko machine PY1 uses the opening / closing solenoid to open and close the second opening / closing door 15k, thereby setting it either in a closed state (closed mouth state) where game balls cannot enter the second major winning opening 15 or in an open state (opened state) where game balls can enter.

[0022] The general winning openings 10 are installed at the lower left and lower right parts of the game area 6 so that game balls can enter. When a game ball enters the general winning opening 10 of the pachinko machine PY1, a predetermined number (for example, 5) of game balls are paid out as prize balls onto the upper tray 34.

[0023] Also, an out opening 19 is installed at the lowermost part of the game area 6, and game balls that did not win in any of the general winning opening 10, the first starting opening 11, the second starting opening 12, the first major winning opening 14, and the second major winning opening 15 are discharged from the pachinko machine PY1 through the out opening 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 that can operate 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 is equipped with 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] In addition, the game board 1 includes indicators 8 for notifying the state of the pachinko game machine PY1. The indicators 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 game machine PY1 notifies the player of the game state of the pachinko game machine PY1 (the variable display and stop display in the special drawing, the variable display and stop display in the general drawing, the number of reserved draws in the special drawing 1, the number of reserved draws in the special drawing 2, the number of reserved draws in the general drawing, 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 game machine PY1 will be described. The pachinko game machine PY1 can execute a special drawing game and a general drawing game using the game balls launched by operating the handle 72k.

[0027] 3-1. Special Drawing Game When a winning of the game ball into the first start port 11 or a winning of the game ball into the second start port 12 occurs in the pachinko game machine PY1, it acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the special drawing according to the result of the jackpot determination. The mode of the variable display of the special drawing (also referred to as "variable display time") differs depending on the type of 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 makes 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 regarded as a jackpot win; if a minor win game is conducted, it is regarded as a minor win; and if neither a jackpot game nor a minor win game is conducted, it is regarded as a loss.

[0029] When the pachinko gaming machine PY1 makes a jackpot determination upon winning of a game ball at the first start port 11, 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 variation pattern has elapsed, the pachinko gaming machine PY1 performs stop display of the first special figure in a manner 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, the 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 other hand, when the pachinko gaming machine PY1 makes a jackpot determination upon winning of a game ball at the second start port 12, it performs 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 variation pattern has elapsed, the pachinko gaming machine PY1 performs 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, the 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] In addition, when a game ball wins a prize at the first start port 11 during the variable display in the special figure, the pachinko gaming machine PY1 performs a pre-reading determination as described later and stores, as a special figure 1 reservation, the right to receive the jackpot determination obtained. On the other hand, when a game ball wins a prize at the second start port 12 during the variable display in the special figure, the pachinko gaming machine PY1 performs a pre-reading determination and stores, as a special figure 2 reservation, the right to receive the jackpot determination obtained. The pachinko gaming machine PY1 can store the special figure 1 reservation and the special figure 2 reservation up to a predetermined number (for example, 4 for the special figure 1 reservation and 4 for the special figure 2 reservation). After the stop display in the special figure, the pachinko gaming machine PY1 performs a jackpot determination for the special figure 1 reservation and the special figure 2 reservation. When the special figure 1 reservation and the special figure 2 reservation are stored simultaneously, the jackpot determination for the special figure 2 reservation may be preferentially performed, or the jackpot determination for the special figure 1 reservation 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 non-win. When multiple types of variation patterns can be determined, in the pre-reading determination, a variation pattern pre-determination for pre-determining the variation pattern to be determined may be performed.

[0033] When the pachinko gaming machine PY1 stores the retention of Special Figure 1 or Special Figure 2, it notifies the player of the number. The retention number of Special Figure 1 is notified, for example, by the lighting or blinking of two LEDs in the upper-middle part of the display devices 8. When the retention number of Special Figure 1 is "1", only one LED lights up; when the retention number of Special Figure 1 is "2", only two LEDs light up; when the retention number of Special Figure 1 is "3", only one LED blinks; when the retention number of Special Figure 1 is "4", only two LEDs blink. On the other hand, the retention number of Special Figure 2 is notified, for example, by the lighting or blinking of two LEDs in the lower-middle part of the display devices 8. When the retention number of Special Figure 2 is "1", only one LED lights up; when the retention number of Special Figure 2 is "2", only two LEDs light up; when the retention number of Special Figure 2 is "3", only one LED blinks; when the retention number of Special Figure 2 is "4", only two LEDs blink.

[0034] Also, after the pachinko gaming machine PY1 stops displaying 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 (a chance to receive bonus balls) by the opening of 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 displaying 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 (a chance to receive bonus balls) by the opening of 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 pachinko gaming machine PY1 detects that a game ball has passed through gate 13, it acquires the right to conduct a winning determination and performs the winning determination based on the acquired right. Then, the pachinko gaming machine PY1 performs variable display of the normal pattern according to the result of the winning determination.

[0037] The winning determination is to determine whether to conduct an auxiliary game. If an auxiliary game is conducted, it is considered a winning selection, and if no auxiliary game is conducted, it is considered a loss.

[0038] When the pachinko gaming machine PY1 conducts a winning determination upon a game ball winning through gate 13, it performs variable display of the normal pattern. The variable display of the normal 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 normal pattern, the pachinko gaming machine PY1 performs a stop display of the normal pattern in a manner indicating the result of the winning determination. As the modes of the stop display of the normal 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 normal pattern, the pachinko gaming machine PY1 stores the acquired right to receive the winning determination as a normal pattern hold. The pachinko gaming machine PY1 can store up to a predetermined number (for example, 2) of normal pattern holds. After the stop display of the normal pattern, the pachinko gaming machine PY1 conducts a winning determination on the normal pattern hold.

[0040] When the pachinko gaming machine PY1 stores a normal pattern hold, it notifies the player of the number. The number of normal 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 normal pattern holds is "1", only one LED is lit, and when the number of normal pattern holds is "2", only two LEDs are lit.

[0041] After the normal pattern is stopped and displayed in a manner indicating a winning result, the pachinko gaming machine PY1 conducts an auxiliary game. Although the details of the auxiliary game will be described later, it is a game in which the second start port 12 is opened for a predetermined time (e.g., 3.5 seconds). Since the opening of the second start port 12 in the auxiliary game gives the player an opportunity to win a game ball into the second start port (an opportunity to win a prize ball, an opportunity to acquire the right to receive a jackpot 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 jackpot game state in which a jackpot game is conducted, 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 "potential probability game state"), and "high probability high base game state" (also referred to as "probability variation 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 jackpot game state and continues until a predetermined time-saving end condition is satisfied. The predetermined time-saving end conditions include that a jackpot game is conducted and that the number of variable displays of the special pattern reaches a predetermined number (e.g., 200 times).

[0045] In addition, the "low-probability high-base gaming state" may also be adopted when a specific loss occurs in the jackpot determination in the "low-probability low-base gaming state". The specific losses include the loss at the specific number of times (for example, 900 times) when all jackpot determinations result in losses in a predetermined specific number of times, and the losses at a specific ratio (for example, 1 / 200) of the losses in the jackpot determination. The pachinko gaming machine PY1 enters the "low-probability high-base gaming state" after the end of the variable display of the special symbol that has resulted in a specific loss (after the stop display of the special symbol). In this case, the "low-probability high-base gaming state" also continues until a predetermined time-shortening end condition is satisfied, similar to the case when it becomes the "low-probability high-base gaming state" after the jackpot gaming state.

[0046] The "high-probability low-base gaming state" is a gaming state that may occur after the jackpot gaming state and continues until a predetermined potential-probability end condition is satisfied. The predetermined potential-probability end conditions include that a jackpot gaming is conducted and the number of variable displays of the special symbol reaches a predetermined number (for example, 200 times). During the jackpot gaming, the gaming ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability low-base gaming state".

[0047] The "high-probability high-base gaming state" is a gaming state that may occur after the jackpot gaming state and continues until a predetermined probability-variable end condition is satisfied. The predetermined probability-variable end conditions include that a jackpot gaming is conducted and the number of variable displays of the special symbol reaches a predetermined number (for example, 100 times). During the jackpot gaming, the gaming ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability high-base gaming state".

[0048] The "low-probability low-base gaming state" and the "low-probability high-base gaming state" belong to the normal-probability state where the probability of a big win in the big win determination is the normal probability (e.g., 1 / 300), and the "high-probability low-base gaming state" and the "high-probability high-base gaming state" belong to the high-probability state where the probability of a big win in the big win determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high-probability low-base gaming state" and the "high-probability high-base gaming state" are gaming states that are more advantageous to the player regarding the big win selection probability than the "low-probability low-base gaming state" and the "low-probability high-base gaming state".

[0049] Also, the "low-probability low-base gaming state" and the "high-probability low-base gaming state" belong to the non-time-saving state where it is difficult or impossible for a game ball to win a prize in the second start port 12 (e.g., a state where it is difficult or impossible to win a prize in the hit determination or a state where the opening time of the second start port 12 is relatively short), and the "low-probability high-base gaming state" and the "high-probability high-base gaming state" belong to the time-saving state where it is easy for a game ball to win a prize in the second start port 12 (e.g., a state where it is easy to win a prize in the hit determination or a 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 a game ball winning a prize in the second start port 12), it can be said that the "low-probability high-base gaming state" and the "high-probability high-base gaming state" are gaming states that are more advantageous to the player than the "low-probability low-base gaming state" and the "high-probability low-base gaming state".

[0050] Note that since the non-time-saving state is a state where it is difficult or impossible for a game ball to win a prize in the second start port 12, it can be said that the "low-probability low-base gaming state" and the "high-probability low-base gaming state" are gaming states where it is easier for a game ball to win a prize in the first start port 11 than in the second start port 12. On the other hand, since the time-saving state is a state where it is easy for a game ball to win a prize in the second start port 12, it can be said that the "low-probability high-base gaming state" and the "high-probability high-base gaming state" are gaming states where it is easier for a game ball to win a prize 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 called "Setting 1"; when it is in the middle position, it is called "Setting 2"; and when it is in the lower position, it is called "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 enter the "High Probability High Base Game State" afterwards 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, the round game is played for any number of times from 2 to 10 times.

[0054] The "Big Win Game Xα" is a big win game that will enter the "Low Probability High Base Game State" afterwards 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, the round game is played for any number of times from 2 to 10 times.

[0055] The "Big Win Game Yα" is a big win game that will enter the "High Probability Low Base Game State" afterwards 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, the round game is played for any number of times from 2 to 10 times.

[0056] The "Big Win Game Zα" is a big win game that will enter the "Low Probability Low Base Game State" afterwards 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, the round game is played for any number of times from 2 to 10 times.

[0057] In addition, in "Big Hit Game Wα", "Big Hit Game Xα", "Big Hit Game Yα" and "Big Hit Game Zα", only the first big winning opening 14 may be opened for all round games, or only the second big winning opening 15 may be opened for all round games, or for some round games, the first big winning opening 14 may be opened and for the remaining round games, the second big winning opening 15 may be opened. Any of the round games in which the first big winning opening 14 is opened and the round games in which the second big winning opening 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 Hit Game Wα" and "Big Hit Game Yα" belong to so-called probability-variable big hit games in which the game state becomes a high-probability state, and "Big Hit Game Xα" and "Big Hit Game Zα" belong to so-called normal big hit games in which the game state becomes a normal probability state. Therefore, it can be said that "Big Hit Game Wα" and "Big Hit Game Yα" are more advantageous to the player than "Big Hit Game Xα" and "Big Hit Game Zα" in terms of the subsequent big hit winning probability, and the big hit game state in which either "Big Hit Game Wα" or "Big Hit Game Yα" is played can be said to be a more advantageous game state to the player than the big hit game state in which either "Big Hit Game Xα" or "Big Hit 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 where 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 where 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 regarding the subsequent second start port 12 (regarding 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 conducted can be said to be a more advantageous game state for the player than the big win game state in which either "Big Win Game Yα" or "Big Win Game Zα" is conducted.

[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 in 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. 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 a predetermined number (for example, 10) of game balls win into the first big winning port 14. When the first-round round game ends, a round interval (also referred to as "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) elapses. 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. 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 gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(B). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform a small winning game as a game different from the big winning game. The small winning game is a game in which the game state is not changed thereafter, unlike the big winning game. For example, when a small winning game is performed in the "low probability low base game state", the "low probability low base game state" continues even after the small winning game. In the small winning game of the pachinko gaming 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, and 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 at 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, and 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 gaming 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 small win game. The auxiliary game is a game in which the second start port 12 is opened, different from the jackpot game and the small win game. In the auxiliary 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 shortening state, the second start port 12 is opened for a first opening time (e.g., 0.1 second), while when the auxiliary game is performed in the time shortening state, the second start port 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.

[0065] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the stop display in the normal figure, 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 shortening state or the second opening time in the time shortening 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, on-board movable body 55k, frame movable body 58k, 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 jackpot 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, the player is suggested to be 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 a presentation in which a 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 presentation 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 presentation of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the presentation 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 amount setting"), the frequency setting of the executed presentation (also referred to as "presentation 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 low-base gaming state" or the "high-probability low-base gaming state". In the normal performance mode, it is suggested to the player that it is a non-time-saving state. The pachinko machine PY1, in the normal performance mode, as shown in FIG. 5(B-1), for example, displays the normal background image G102 representing a mountain view 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 high-base gaming 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. The pachinko machine PY1, in the probability-variable performance mode, as shown in FIG. 5(B-2), for example, displays the probability-variable background image G103 representing the universe 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 high-base gaming 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. The pachinko machine PY1, in the time-saving performance mode, as shown in FIG. 5(B-3), for example, displays the time-saving background image G104 representing the sky 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 presentation mode is a presentation mode set in the jackpot gaming state. In the jackpot presentation mode, it is suggested to the player that the jackpot game is being executed. When in the jackpot presentation 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 "opening presentation".

[0073] Also, when in the jackpot presentation mode, during the round game, as shown in FIG. 5(C-2), the pachinko machine PY1 displays a round image G109 indicating the round number, etc. on the display unit 50a, and when it enters the high-probability state thereafter, it displays a promotion image G110 suggesting the entry into the high-probability state on the display unit 50a. The display of these images is referred to as "round presentation".

[0074] Also, when in the jackpot presentation 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 presentation mode set after the jackpot presentation 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 "ending presentation".

[0075] In the basic embodiment, five types of presentation modes, namely the customer-waiting presentation mode, the normal presentation mode, the probability-variable presentation mode, the time-saving presentation mode, and the jackpot presentation mode, are set. However, the types of presentation modes can be appropriately changed or added.

[0076] 8-2. Special Drawing Variation Presentation 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 the jackpot 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 of 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 composed of, for example, numeric symbols from "1" to "9" respectively. 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 jackpot 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 of the pachinko gaming machine PY1, it is first 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, the pachinko gaming machine PY1 starts the variable display of the effect symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). Then, when the pachinko gaming machine PY1 results in a loss without causing 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 in which 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 causes 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 variable speed of the middle effect symbol EZ2 gradually decelerates, and functions as an effect suggesting that a big win game may be played.

[0081] In the N reach, the pachinko gaming machine PY1 gradually decelerates the variable speed of the middle effect symbol EZ2 as shown in FIG. 7(A). Then, 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 in which 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 scene of the protagonist character and the enemy character battling is displayed, and functions as an effect suggesting a high probability 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 scene 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, and EZ3 in a mode (so-called double-zero) suggesting a big win. Also, if the pachinko gaming machine PY1 is a loss in the SP reach, as shown in FIG. 8(C-2), it displays a scene 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, and EZ3 in a mode suggesting a reach loss. On the other hand, if the pachinko gaming machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. Note that the effect content of the SP reach 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 scene of the protagonist character and a powerful enemy character battling is displayed, and functions as an effect suggesting a high probability of a big win game being played.

[0085] In the SPSP reach of the pachinko gaming machine PY1, as shown in FIG. 9(A), an 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 a protagonist character image G200 representing the protagonist character and a powerful enemy character image G202 representing the powerful enemy character on the display unit 50a, and displays a video of the protagonist character and the powerful enemy character battling on the display unit 50a. When approaching the final stage of the battle, if the pachinko gaming machine PY1 wins a jackpot in the SPSP reach, as shown in FIG. 9(C-1), it displays the protagonist character being happy about winning the battle so as to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode (so-called double zero) suggesting a jackpot. On the other hand, if the pachinko gaming machine PY1 loses in the SPSP reach, as shown in FIG. 9(C-2), it displays the powerful enemy character being happy about winning the battle so as to suggest a loss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting a reach loss. Note that the effect content of the SPSP reach can be changed as appropriate.

[0086] Here, the possibility that the effect symbols EZ1, EZ2, EZ3 stop in a mode indicating a jackpot (also referred to as "jackpot expectation") will be described. The jackpot expectation 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 loss, and set to 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 loss and 100% when the result of the jackpot determination is a jackpot win, the jackpot expectation for the SP reach can be made higher than the jackpot expectation for the N reach.

[0087] Also, for example, when the execution probability of SP reach is set to 4% if the jackpot determination result is a miss, and 100% if the jackpot determination result is a jackpot win, by setting the execution probability of SPSP reach to 2% if the jackpot determination result is a miss and 100% if the jackpot determination result is a jackpot win, the jackpot expectancy for SPSP reach can be made higher than that 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 during the storage of FIG. 1 reserved or FIG. 2 reserved. 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 below 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 number of FIG. 1 reserves or the number of FIG. 2 reserves. For example, when the number of FIG. 1 reserves is "1", the reserved icon HA is displayed in the first display area 50d1, and when the number of FIG. 1 reserves is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. Note that both the number of FIG. 1 reserves and the number of FIG. 2 reserves may be displayed in the reserved icon display area 50d, or only one of the number of FIG. 1 reserves and the number of FIG. 2 reserves 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 in the vicinity of 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 gaming 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 gaming performance of the pachinko gaming machine PY1, the icon TA may not be displayed.

[0091] 8-3-1. Held Performance The pachinko gaming 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 pachinko gaming machine PY1 is not performing the variable display of the special figure and the number of holds in Special Figure 1 is "0", as shown in FIG. 10(B), the icon TA is displayed in the icon display area 50e. Also, for example, when two game balls win the first start port 11 during the variable display of the special figure in the pachinko gaming machine PY1, as shown in FIG. 10(C), the held icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, and the player is notified that the number of holds in Special Figure 1 is "2". Further, when the pachinko gaming machine PY1 starts a new variable display of the special figure while the held icon HA is 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 of developing to 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 an arbitrary timing (e.g., during SP reach) in the special figure variation effect. Here, an operation effect using the normal button 40 is exemplified. In the operation effect of the pachinko gaming machine PY1, a period during which the pressing operation of the normal button 40 is valid (referred to as the "button operation valid period") is generated, and with the occurrence of this button operation valid period, as shown in Fig. 12(A), an effect to prompt the operation of the normal button 40 (referred to as the "button operation promotion effect") is performed. 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 notice effect. The prediction effect is, for example, an effect in which the hold icon HA changes, and functions as an effect to suggest the result of the jackpot determination in advance.

[0099] The pachinko gaming machine PY1 performs a pre-reading effect according to storing Hold of Special Figure 1 or Hold of Special Figure 2. Here, the pre-reading effect for Hold of Special Figure 1 is exemplified. When a game ball enters the first start port 11, when the pachinko gaming machine PY1 stores Hold of Special Figure 1, based on the result of the pre-reading determination for Hold of Special Figure 1, as shown in FIG. 10(C), in the hold icon display area 50d, instead of displaying an icon image of "〇" as the hold 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 a 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 that controls the game and an effect control unit 120 that executes 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 the 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 the jackpot determination, the result of the reach determination, the number of special figure holds, etc. The reach determination is to determine whether to perform the above-mentioned reach effects (N-reach, SP-reach, SPSP-reach) during the variable display of the special figure. If the reach effect is to be performed, it is considered that there is a reach, and if 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. It should be noted 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. 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. 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. 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. 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. 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. 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 set as appropriate 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 read-ahead pattern based on the game state, the type of start port, the result of the read-ahead determination, etc. The game control microcomputer 101 can select any one of three types of read-ahead patterns, "SHP001" to "SHP003", as the read-ahead pattern. Note that the type of the read-ahead pattern can be changed as appropriate.

[0110] Since "SHP001" is selected when the result of the read-ahead determination is a read-ahead win, "SHP001" is referred to as the "big win read-ahead pattern". Also, "SHP002" is selected when the result of the read-ahead determination is a read-ahead loss, 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 read-ahead pattern". Further, "SHP003" is selected when the result of the read-ahead determination is a read-ahead loss, 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 read-ahead pattern".

[0111] 9-2-3. Symbol Determination Table In the game storage unit 101c, a symbol determination table 103c1 shown in FIG. 16 is stored. The symbol determination table 103c1 is a table referred to when selecting the types of stop symbols for 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 to select the types of stop symbols for 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 and second special figures based on the types of start ports, the results of jackpot determination, etc. 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", "losing A symbol", and "losing B symbol" as the type of stop symbol. The game control microcomputer 101 performs stop display of the first or 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 a simple loss). Each stop symbol is associated with the type of jackpot game, the type of small win game, and the type of loss. 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 "losing A symbol" is associated with a simple loss where nothing is done, and the "losing 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 types of 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 later, 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 later, the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are sometimes referred to as "normal symbols". Further, since the "Lose A Symbol" is determined in the case of just a simple loss where nothing is done later, the "Lose A Symbol" is sometimes referred to as a "normal loss symbol". Also, since the "Lose B Symbol" is determined in the case of a specific loss where the time is shortened later, the "Lose B Symbol" is sometimes referred to as a "loss time-shortening symbol". Note that the selection ratio of the stop symbols can be appropriately set in consideration of the playability of the pachinko machine PY1.

[0115] 9-3. Command 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 start port 11, the second start 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 start port command generated when the game ball wins in the first start port 11, the second start port command generated when the game ball wins in the second start 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 figure commands are generated in relation to the operations of the first special figure and the second special figure. Examples of special figure commands include a special figure variation pattern command generated by determining the variation pattern of the special figure, a special figure stop symbol command generated by determining the stop symbol of the special figure, a special figure start command generated by starting the variable display of the special figure, a special figure confirmation command generated by stopping the display of the special figure, and the like.

[0118] 9-3-3. General figure command General figure commands are generated in relation to the operations of the general figure. Examples of general figure commands include a general figure start command generated by starting the variable display of the general figure, a general figure confirmation command generated by stopping the display of the general figure, and the like.

[0119] 9-3-4. Hold command Hold commands are generated in relation to the increase or decrease in the number of holds for special figure 1 hold, special figure 2 hold, and general figure hold. Examples of hold commands include a special figure 1 hold increase command generated by increasing the number of holds for special figure 1, a special figure 1 hold decrease command generated by decreasing the number of holds for special figure 1, a special figure 2 hold increase command generated by increasing the number of holds for special figure 2, a special figure 2 hold decrease command generated by decreasing the number of holds for special figure 2, a general figure hold increase command generated by increasing the number of holds for the general figure, a general figure hold decrease command generated by decreasing the number of holds for the general figure, and the like.

[0120] 9-3-5. Jackpot game command Jackpot game commands are generated in relation to the operations of the jackpot game. Examples of jackpot game commands include an OP command generated by starting OP, a round command generated by starting each round of the game, an ED command generated by starting ED, and the like.

[0121] 9-3-6. Minor win game command Minor win game commands are generated in relation to the operations of the minor win game. Examples of minor win game commands include a pre-opening IT command generated by starting pre-opening IT, a post-opening IT command generated by starting post-opening IT, and the like.

[0122] 9-3-7. Auxiliary game command The auxiliary game command is generated in relation to the operation of the auxiliary game. Examples of the auxiliary game command include an auxiliary game start command generated by the start of the auxiliary 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 by the game state being in the normal probability state, a high probability command generated by the game state being in the high probability state, a non-time reduction command generated by the game state being in the non-time reduction state, a time reduction command generated by the game state being in the time reduction state, a big win command generated by the game state being in the big win 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.). Further, the presentation control microcomputer 121 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 the main control board 1001. The power supply board 190 is provided with a power switch 191, 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, the main control board 1001 is provided with a backup power supply 105. 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 backup 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 (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] Further, 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 failure or a defective ball supply, 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 on-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 FIG. 18(A) and FIG. 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] Note that, as shown in FIGS. 18(A) and 18(B), during the execution of the power-off recovery process, various background images associated with the game 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 game state after the power is turned on by operating the power switch 191 (after power-on) is a high-probability high-base game state, a low-probability high-base game state, or a big win game state, then 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 strike" inside. Note that if the game state after power-on is a normal game state, then during the execution of the power-off recovery process, the special image G221 is not displayed on the display unit 50a (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 is turned on by operating the power switch 191, the player can grasp that the game state after power-on is not a normal game state but a game state with "right strike" (high-probability high-base game state, low-probability high-base game state, or big win game state).

[0136] 3. Big Win Game Next, the big win game of the present embodiment will be further described with reference to FIG. 19. In the game ROM 103 of the present embodiment, a big win game control table shown in FIG. 19 is stored. The game control microcomputer 101 can execute the big win game using the big win game control table shown in FIG. 19. Specifically, the game control microcomputer 101 can execute a big win game control process for performing the big win game using the big win game control table. This big win game control process is performed when the game state is set to the big win game state.

[0137] The big win game of the present embodiment includes "Big Win Game 1", "Big Win Game 2", "Big Win Game 3", and "Big Win Game 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 large winning port 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 large winning port 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 large winning port 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 large winning port 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 specified 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 specified 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 the present 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 the present embodiment) of game balls is given as bonus balls.

[0148] 4. Game state Next, the game states of the pachinko gaming machine PY1 of the present embodiment will be described. This pachinko gaming machine PY1 can take 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 set the game state 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 conditions include that a big win game is performed and the number of variable displays of the special figure reaches the second specific number. In the present 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 that a jackpot game is played and the number of variable displays of the special figure reaches 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 enter a game ball into the second start port 12 to be opened by hitting the ball to the right than 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 the ball to the right.

[0152] The "jackpot game state" is a game state that can 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 disposed at the lower right portion 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 a game ball into the open first large winning port 14 by hitting the ball to the right than 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 the ball to the right.

[0153] 5. Variable Pattern Determination Table Subsequently, with respect to the variable patterns determinable by the game control microcomputer 101 in the configuration of the pachinko gaming machine PY1 of the present embodiment, further explanation will be given based on FIGS. 14 and 20. In the game storage unit 101c of the present embodiment, a variable pattern determination 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 of variable patterns in the case where the game state is a non-time-saving state and the result of the jackpot determination of the first special figure is "jackpot win", namely, the above "THP001" and "THP002".

[0155] 「THP001」 is a variation pattern in which, after normal variation, reach, N-reach, SP-reach, and development effects are experienced, and SPSP-reach in a successful pattern 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, reach and N-reach are experienced, and SP-reach in a successful pattern is performed. This variation pattern "THP002" is also referred to as "SP jackpot variation".

[0157] On the other hand, in the variation patterns when the game state is in a non-time-saving state, the result of the jackpot determination in the first special figure is "loss", and the result of the reach determination is "reach exists", there are three types: the above "THP011", "THP012", and "THP013".

[0158] 「THP011」 is a variation pattern in which, after normal variation, reach, N-reach, SP-reach, and development effects are experienced, and SPSP-reach in a failed pattern 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, reach and N-reach are experienced, and SP-reach in a failed pattern 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 reach, N-reach in a failed pattern is performed. This variation pattern "THP013" is also referred to as "N loss variation".

[0161] Also, in the variation patterns when the game state is in a non-time-saving state, the result of the jackpot determination in the first special figure is "loss", and the result of the reach determination is "no reach", there are two types: the above "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 variation. 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. 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 variation".

[0163] Also, in the case of the variable pattern when the game state is 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 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] Also, in the case of the variable pattern when the game state is 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 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 "reach exists", there is one type, namely the above "THP011".

[0167] Also, in the case of the variable pattern when the game state is 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 "reach does not exist", there are two types, namely the above "THP021" and "THP022". Note that, different from when the game state is 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. 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] Also, 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-mentioned "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-mentioned "THP021" and "THP022". Note that, different from 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 (10%) of the variation pattern "THP002". Therefore, in most cases where the jackpot determination result in the first special figure is a jackpot win in the non-time-limited state, it will progress to SPSP reach through the development effect. Thus, when it progresses to SPSP reach, it becomes 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 in the first special figure is "jackpot win" in the non-time-limited state, after the execution of SP reach, it is rare for the effect symbols EZ1, EZ2, and EZ3 to be displayed in a stop mode suggesting a jackpot. 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 has been expecting the development effect and the execution of SPSP reach after the execution of SP reach, and it becomes 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 (30%) of the allocation rates of the variation patterns "THP011" and "THP012". As described above, when the jackpot determination result in the first special figure is "jackpot win" in the non-time-limited state, the development effect and SPSP reach are not executed after SP reach. Therefore, when the development effect is performed, it becomes 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-variation effect mode, a time-limited effect mode, and a jackpot effect mode as the effect modes.

[0174] The waiting-for-guest performance mode is a performance mode that may be set when the special figure's stop display is being performed (when the special figure's variable display 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-guest performance 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-for-guest performance during the setting of the waiting-for-guest performance mode. As shown in FIG. 5(A-1), the waiting-for-guest performance is an effect in which a waiting-for-guest demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a. Also, during the display of the waiting-for-guest 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, etc.

[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 the machine is in a non-time-saving 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 the machine is in a high-probability state and a time-saving 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-shot image G231 of this embodiment is an arc-shaped arrow display that bulges upward as shown in Fig. 21(A). As shown in Fig. 2, when a player makes a right shot to make the game ball 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 arc shape that bulges upward from left to right. The trajectory of the game ball at that time is an arc shape that is almost similar to the shape of the right-shot image G231. Therefore, it is easy for a player who sees such a right-shot image G231 to associate it with a right shot, and by displaying the right-shot image G231, it is possible to more efficiently prompt the player to make a right shot.

[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-shot 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-shot 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 "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 upgrading image G110 indicating the entry into 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] In addition, 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 during 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 during power failure recovery (power failure recovery process) differs depending on the game state set immediately before the power failure. Specifically, the display during 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 during 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 during 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 ends, 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 change effect mode probability change background image G103 shown in FIG. 21(A) and the above-described right hit image G231 are displayed on the display unit 50a. As a result, 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 a power failure occurs, and then 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 case of power failure recovery in the high-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, 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 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 shortening effect mode time shortening background image G104 shown in FIG. 21(B) and the above-described right hit image G231 are displayed on the display unit 50a. As a result, in addition to the gaming state being a 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 hit gaming state Next, the display during power failure recovery (power failure recovery process) in the jackpot game state will be described with reference to FIG. 18(B). When the game state is set to the jackpot game 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 game state and the low-probability high-base game 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 game state after the completion of the power failure recovery process is a game 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 game state being the jackpot game state, it is possible to make the player recognize that "right hitting" is advantageous.

[0191] <Effects of the First Embodiment> Hereinafter, the effects of the pachinko game 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 a high probability and high base gaming state, a low probability and high base gaming state, or a big win 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, the low probability and high base gaming state, and the big win gaming state are gaming states where hitting the pachinko ball on the right side of the gaming area 6 (right hitting) is more advantageous for the player than hitting the pachinko ball on the left side of the gaming 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, the low probability and high base gaming state, or the big win 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 a high probability and high base gaming state, a low probability and high base gaming state, or a big win gaming state.

[0196] <Second Embodiment> The second embodiment will be described below. 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, as in the first embodiment, 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, whether the gaming state is a non-time-limit state (normal gaming state) or a time-limit state (low-probability high-base gaming state or high-probability high-base gaming 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 above-described game input unit 101a), there are cases where the above-described 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 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 is started, 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 associated with 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 jackpot determination of the special symbol (the first special symbol, the second special symbol) is "jackpot win", and when the result of the jackpot 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 displays of the three effect symbols EZ1, EZ2, and EZ3 are 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 simultaneously temporarily stopped and displayed as symbols in the same display mode. When the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed, the middle effect symbol EZ2 is in the variable display (see Fig. 26(B)). Thereafter, N-reach will be executed in the special symbol variation effect.

[0210] Also, the timings (left stop timing T1, middle stop timing T2, and right stop timing T3) of the temporary stop displays of the three effect symbols EZ1, EZ2, and EZ3 during the special symbol variation effect in the variation pattern shown in Fig. 14 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 simultaneously temporarily stopped and displayed, 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 the variable display to the temporary stop display at the end of the SPSP reach after passing through the 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 the N-reach, SP-reach, and SPSP-reach).

[0212] Also, in the special figure variation effect of variation pattern "THP002", similar to the above-described variation pattern "THP001", when reaching a reach state, 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 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 variation pattern "THP002", the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed in a reach state 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 a reach state (especially the N reach and the SP reach).

[0213] Also, in the special figure variation effect of variation pattern "THP011", similar to the above-described variation patterns "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 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 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 in a reach state 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 a reach state (especially the N reach, the SP reach, and the SPSP reach).

[0214] Also, in the special figure variation performance of the variation pattern "THP012", similar to the above-mentioned variation patterns "THP001", etc., when reaching a reach, the left performance symbol EZ1 and the right performance symbol EZ3 are simultaneously temporarily stopped and displayed, and then the middle performance 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 performance. On the other hand, similar to the variation pattern "THP002", the middle performance 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 performance. Therefore, in the special figure variation performance of the variation pattern "THP002", the period from when the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped and displayed at reach until the middle performance symbol EZ2 is temporarily stopped and displayed is "85 seconds". During this period, the player can enjoy the special figure variation performance after reaching (especially the N reach and the SP reach).

[0215] Also, in the special figure variation performance of the variation pattern "THP013", similar to the above-mentioned variation patterns "THP001", etc., when reaching a reach, the left performance symbol EZ1 and the right performance symbol EZ3 are simultaneously temporarily stopped and displayed, and then the middle performance 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 performance. On the other hand, the middle performance 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 the execution of the special figure variation performance. Therefore, in the special figure variation performance of the variation pattern "THP013", the period from when the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped and displayed at reach until the middle performance symbol EZ2 is temporarily stopped and displayed is "5 seconds". During this period, the player can enjoy the special figure variation performance after reaching (especially the N reach).

[0216] In addition, in the special figure variation effect of the variation pattern "THP021", at the end of the normal variation, as shown in FIG. 24, the left effect symbol EZ1, the right effect symbol EZ3, and the middle effect 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 effect, the right stop timing T3 is the timing 8 seconds after the start of execution of the special figure variation effect, and the middle stop timing T2 is the timing 9 seconds after the start of execution of the special figure variation effect.

[0217] In addition, in the special figure variation effect of the variation pattern "THP022", at the end of the normal variation, as shown in FIG. 25, the left effect symbol EZ1 and the middle effect symbol EZ2 are simultaneously temporarily stopped and displayed, and then the right effect 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 effect, and the middle stop timing T2 is the timing 1.5 seconds after the start of execution of the special figure variation effect. Therefore, in the special figure variation effect of the variation pattern "THP022", the period from when the left effect symbol EZ1 and the right effect symbol EZ3 are temporarily stopped and displayed in a combination (mode) other than a reach until the middle effect symbol EZ2 is temporarily stopped and displayed is "0.5 seconds". Therefore, similar to the case of a reach, the left effect symbol EZ1 and the right effect 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 effect symbol EZ2 is quickly temporarily stopped and displayed, making it possible to quickly end the special figure variation effect 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 and during the special figure variation performance accompanying it, when the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped and displayed in 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 variation performance, the left stop timing T1 at which the left performance symbol EZ1 is temporarily stopped and displayed is the same as the right stop timing T3 at which the right performance symbol is temporarily stopped and displayed. On the other hand, when the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped and displayed other than in a reach, if the number of rights stored in the game input unit 101a at the start of the execution of the special figure variation performance 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 performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped and displayed in a reach, it is possible to impress the player with the temporary stop display in a reach. Also, even when the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped and displayed other than in 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 performance symbol EZ1 and the right performance symbol EZ3 by making the player think that it might be a reach.

[0220] (2) Also, the period from when the left performance symbol EZ1 and the right performance symbol EZ3 are stopped and displayed in a reach until the middle performance symbol EZ2 is temporarily stopped and displayed is longer than the period from when the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped and displayed in a stop mode other than a reach until the middle performance 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, First Embodiment, and Second Embodiment> Next, modification examples 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 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 set as the "first gaming state" according to the present invention. However, for example, 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 set 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 set as the "second gaming state" according to the present invention. However, for example, 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 set as the second gaming state. Also, although one type of gaming state is set as the first gaming state, two or more types of gaming states may be set as the first gaming state. Also, although three types of gaming states are set as the second gaming state, one type, two types, or four or more types of gaming states may be set 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 set as the "predetermined display" according to the present invention. However, an image different from the display mode shown in FIG. 18(B) may be set as the predetermined display. Also, although the image displayed on the display unit 50a is set as the predetermined display, an image displayed on a display means other than the display unit may be set as the predetermined display. Also, although an image is set as the predetermined display, for example, a display other than an image, such as a printed matter, a sticker, a movable body (gimmick), or an LED lamp, may be set as the predetermined display. Also, although the predetermined display indicates a right strike, it may indicate a left strike. Also, for example, a display indicating the gaming state during setting or a display mode that does not include a character string, etc., a display other than the display indicating the strike method may be set 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 in which the background image for effects can be displayed may be adopted. 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 in which a display indicating that the recovery process is in progress is not made may be adopted. 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 game area 6 are defined as the "first side" and the "second side" according to the present invention. However, the left side of the game 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, displays other than images such as printed matter, stickers, moving bodies (gimmicks), and LED lamps may be used as the display indicating the first hitting method.

[0227] Also, 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. Also, 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] Also, 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 in a part where a plurality of effect symbols EZ1, EZ2, EZ3 (ornamental symbols) can all be variably displayed and then stopped and displayed may be defined as the specific effect.

[0229] Also, in the second embodiment, the 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] Also, 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. Also, 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] Also, in the second embodiment, the provisional stop display of the effect symbol (ornamental symbol) is defined as the "stop display" according to the present invention. However, the actual stop display of the ornamental symbol may also be defined as the stop display.

[0232] Also, 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 ornamental symbol) and the right effect symbol EZ3 (second ornamental 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 ornamental symbol stops and displays is the same as the right stop timing T3 (second stop timing) at which the second ornamental symbol stops and displays. However, during the specific effect in the first game state, when the first ornamental symbol and the second ornamental symbol stop and display in the reach mode, the first stop timing at which the first ornamental 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 may be the same as the second stop timing at which the second ornamental symbol stops and displays, or the first stop timing and the second stop timing may be different.

[0233] Also, 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 the variation patterns "THP001" and "THP011", after 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, the period 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 than 105 seconds may be used. Further, as the 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 in the special drawing variation effect of the variation pattern "THP022" until the middle effect symbol EZ2 is temporarily stopped and displayed is more preferable.

[0235] Also, in the second embodiment, in the special drawing variation effect of the variation patterns "THP002" and "THP012", after 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, the period 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 than 85 seconds may be used. Further, as the 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 in the special drawing variation effect of the variation pattern "THP022" until the middle effect symbol EZ2 is temporarily stopped and displayed is more preferable.

[0236] Also, in the second embodiment, in the special drawing variation effect of the variation pattern "THP013", after 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, the period 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 than 5 seconds may be used. Further, as the 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 in the special drawing variation effect of the variation pattern "THP022" until the middle effect symbol EZ2 is temporarily stopped and displayed 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 also be used.

[0241] 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 mahjong 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 and the reference numerals used in the drawings in the embodiments for carrying out the above-described invention 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). 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 gaming machine (pachinko gaming machine PY1) is characterized in that the predetermined display is performed from after the power is turned 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 the power is turned on until before the end of a predetermined recovery process, the player can grasp that the gaming state after the power is turned 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 of this configuration, it is possible to surely make the player recognize that the machine is in the recovery process.

[0253] The gaming machine according to Invention A3 is the gaming machine described in Invention A2, wherein the second gaming state is a gaming state that is more advantageous to the player when hitting a game ball on the first side of the game area (6) by the first hitting method than when hitting a game ball on the second side of the game area by the second hitting method, and the predetermined display is a display indicating the first hitting method, which is characterized by the gaming machine.

[0254] According to the gaming machine of this configuration, when the predetermined display is performed from after the power is turned on and before the end of the predetermined recovery 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 the 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, which is characterized by the gaming machine.

[0256] According to the gaming machine of 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 an 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 all 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 the rights stored in the storage means at the start of the 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 the rights stored in the storage means at the start of the 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 the rights stored in the storage means at the start of the 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 and 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 and display of the first decorative figure and the second decorative figure, as it may be in the reach mode.

[0259] The gaming machine according to Invention B2 It 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 displaying in the reach mode until the third decorative symbol stops displaying 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 displaying in a stop mode other than the reach mode until the third decorative symbol stops displaying. 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 with low interest to the player (a stop mode other than the reach mode), it can be made to appear relatively short, and for a stop mode with high interest to the player (the reach mode), 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, During the specific effect in the first gaming state, when the first decorative symbol and the second decorative symbol stop displaying in the reach mode, regardless of the number of the rights stored in the storage means at the start of the execution of the specific effect, the first stop timing and the second stop timing are always the same. 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 displaying 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

1. a determination means for determining whether or not a second gaming state is to be set in a first gaming state; A special pattern variable display means for displaying a special pattern in a stopped state in a manner indicating the result of the judgment by the judgment means after the variable display; A storage means capable of storing a plurality of the acquired rights to be judged; A performance execution means capable of executing a predetermined performance, The performance execution means includes: During the variable display of the special symbol, a specific performance can be executed in which a plurality of decorative symbols including a first decorative symbol and a second decorative symbol are all displayed in a variable manner and then stopped; During the specific performance in the first gaming state, when the first decorative symbol and the second decorative symbol are stopped and displayed in a ready-to-win state, there may be a case where a first stop timing at which the first decorative symbol is stopped and displayed and a second stop timing at which the second decorative symbol is stopped and displayed are the same regardless of the number of the rights stored in the storage means at the start of execution of the specific performance, A gaming machine characterized in that, when the first decorative pattern and the second decorative pattern are stopped and displayed in a state other than the reach state, if the number of rights stored in the memory means at the start of execution of the specific performance is a first number, the first stop timing and the second stop timing are different, and if the number of rights stored in the memory means at the start of execution of the specific performance is a second number greater than the first number, the first stop timing and the second stop timing are the same.

2. 2. The gaming machine according to claim 1, The plurality of decorative patterns includes a third decorative pattern; A gaming machine characterized in that the first stop timing and the second stop timing are the same, and a period from when the first decorative pattern and the second decorative pattern are stopped and displayed in the reach state to when the third decorative pattern is stopped and displayed is longer than a period from when the first stop timing and the second stop timing are the same, and when the first decorative pattern and the second decorative pattern are stopped and displayed in a stop state other than the reach state to when the third decorative pattern is stopped and displayed.

3. 3. The gaming machine according to claim 1 or 2, A gaming machine characterized in that, when the first decorative pattern and the second decorative pattern are displayed stopped in the reach state during the specific performance in the first gaming state, the first stop timing and the second stop timing are always the same regardless of the number of rights stored in the memory means at the start of execution of the specific performance.

Citation Information

Patent Citations

  • Game machine

    JP2017176568A