Game machine

The gaming machine addresses the lack of player excitement by implementing a dynamic advantageous name display effect during advantageous gaming states, enhancing the overall gaming experience.

JP2025092626AInactive Publication Date: 2025-06-19SANSEI R&D KK
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Patent Information

Application Number
JP2025055245
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2025-06-19
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional pachinko gaming machines lack an effective way to enhance player excitement through the display of advantageous names during advantageous gaming states.

Method used

The gaming machine incorporates a display system with a game control means, an effect control means, and a display means. When in an advantageous gaming state, the effect control means executes an advantageous name display effect, which includes an introduction period where the name is partially moved and displayed in a size that hides the characters, and a display period where the name is fully visible at a predetermined position.

Benefits of technology

This solution provides a more engaging experience for players by creating a sense of excitement through the dynamic and visible display of advantageous names during advantageous gaming states.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of giving a sense of exaltation by the display of an advantageous name.SOLUTION: A Pachinko game machine PY1 includes a microcomputer 121 for performance control. The microcomputer 121 for performance control can execute a LOGOBONUS title performance in a display screen 50a. The LOGOBONUS title performance includes an advantageous name introduction period from the start of LOGOBONUS movement display to the end of the movement display, and an advantageous name display period from the start of the display of LOGOBONUS at a predetermined position to the end of the display. In the advantageous name introduction period, entire characters constituting LOGOBONUS are movably displayed in the size not visible in the display screen 50a, and in the advantageous name display period, LOGOBONUS is displayed at a predetermined position in the size that the entire characters of LOGOBONUS are visible in the display screen 50a.SELECTED DRAWING: Figure 179
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a pachinko gaming machine which is an example of a gaming machine, as described in Patent Document 1 below, for example, when the effect control means is controlled to a jackpot gaming state (advantageous gaming state), it can execute a BONUS title effect (advantageous name display effect) for displaying a BONUS name (advantageous name) related to the jackpot gaming state.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, just displaying the advantageous name in the advantageous name display effect gives the player a common impression, and there is room for improvement in the display of the advantageous name.

[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a gaming machine capable of giving a sense of exhilaration by displaying an advantageous name.

Means for Solving the Problems

[0006] The gaming machine of the present invention is a game control means capable of being controlled to an advantageous gaming state based on the result of determination, an effect control means capable of controlling an effect, and a display means having a display screen, in a gaming machine comprising the effect control means is When being controlled to the advantageous gaming state on the display screen, it is possible to execute an advantageous name display effect for displaying an advantageous name related to the advantageous gaming state. In the advantageous name display effect, there are an advantageous name introduction period from when the moving display of at least a part of the advantageous name starts until the moving display of at least a part of the advantageous name ends, and an advantageous name display period from when the display of the advantageous name at a predetermined position starts until the display of the advantageous name at the predetermined position ends. During the advantageous name introduction period, at least a part of the advantageous name is moved and displayed in a size where the entire characters constituting the advantageous name cannot be visually recognized on the display screen. During the advantageous name display period, the advantageous name is displayed at the predetermined position in a size where the entire characters constituting the advantageous name can be visually recognized on the display screen. The gaming machine is characterized by this.

Advantages of the Invention

[0007] According to the present invention, it is possible to give a sense of exhilaration by displaying an advantageous name.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] 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 explanations regarding the same parts are omitted in principle. In this specification, for the sake of simplifying the description, the name of information, signal, physical quantity, member, etc. corresponding to a symbol or code may be omitted or abbreviated by writing the symbol or code referring to the information, signal, physical quantity, member, etc. Further, if there is any arbitrary flowchart described later, in that flowchart, the plurality of processes in any plurality of steps can be arbitrarily changed in the execution order or executed in parallel within the range where there is no contradiction in the processing content.

[0010] <Basic Embodiment> Next, each embodiment of the gaming machine of the present invention will be described. First, the basic embodiment that forms the basis of each embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to the 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 front view) for the player facing the pachinko gaming machine PY1. Also, "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.

[0011] 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.

[0012] The pachinko gaming machine PY1 includes an outer frame 22 attached to the island structure of the pachinko parlor, and a front door 23 attached to the outer frame 22 so as to be openable and closable. The front door 23 includes a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be openable and closable. Further, the front frame 23m includes a transparent plate 23t having transparency, and the game board 1 can be visually recognized from the front (player side) through the transparent plate 23t.

[0013] 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.

[0014] In addition, the front door 23 is provided with a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined emission color, and a frame movable body 58k capable of operating in a predetermined operation mode. The speakers 52 are installed at the upper left and upper right portions of the front door 23, and output, for example, BGM (Back Ground Music), sound effects, and the like. The frame lamps 53 are installed at the left and right portions of the front door 23 around the transparent plate 23t, and are composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper portion of the front door 23. Further, the frame movable body 58k includes a drive motor (not shown), and is configured to be movable up and down by the drive motor, 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.

[0015] In addition, the front door 23 is provided with a normal button 40 operable by a player and a special button 41 operable by the player. The normal button 40 and the special button 41 are composed of, for example, a button having a pressed surface, a lever having a gripping portion, and the like. The normal button 40 includes a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and capable of vibrating by the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and 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.

[0016] 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.

[0017] The game board 1 is provided with a game area 6 where game balls launched by the operation of the handle 72k can flow down (fall). In the game area 6, game pins (not shown) that change the flow direction of the game balls are installed, and a winning device into which the game balls can win (enter or pass through) is installed. The winning device includes a general winning opening 10, a first start opening 11, a second start opening 12, a gate 13, a first big winning opening 14, and a second big winning opening 15. Each of the winning devices is equipped with a detection sensor that detects the entry or passage of the game balls.

[0018] The first start opening 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 start opening 11 in the pachinko game machine PY1, a predetermined number (for example, 3) of game balls are paid out as prize balls onto the upper tray 34. Also, when a game ball enters the first start opening 11 in the pachinko game machine PY1, the pachinko game machine PY1 acquires the right to receive a jackpot determination described later. The first start opening 11 is always configured such that the ease of entry of the game balls remains unchanged.

[0019] The second start opening 12 is installed below the first start opening 11 at the lower part of the game area 6 so that game balls can enter. When a game ball enters the second start opening 12 in the pachinko game machine PY1, a predetermined number (for example, 1) of game balls are paid out as prize balls onto the upper tray 34. Also, when a game ball enters the second start opening 12 in the pachinko game machine PY1, the pachinko game machine PY1 acquires the right to receive a jackpot determination in the same way as when a game ball enters the first start opening 11. Different from the first start opening 11, the second start opening 12 is provided with an opening / closing member 12k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the opening / closing member 12k to make it either in a closed state (closed mouth state) where game balls do not enter or hardly enter the second start opening 12 or in an open state (open state) where game balls enter the second start opening 12 more easily than in the closed state. The winning device including the second start opening 12 and the opening / closing member 12k is called an electric chute.

[0020] Gate 13 is installed in the right part of the game area 6 so that the game balls can pass through. When a game ball passes through Gate 13, the pachinko gaming machine PY1 acquires the right to receive a hit determination described later. Note that even if a game ball passes through Gate 13, the pachinko gaming machine PY1 does not pay out prize balls to the upper tray 34.

[0021] The first large winning opening 14 is installed in the lower right part of the game area 6 so that the game balls can enter. When a game ball enters the first large winning opening 14, the pachinko gaming machine PY1 pays out a predetermined number (for example, 15) of game balls as prize balls to the upper tray 34. The first large winning opening 14 includes an opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 uses the opening / closing solenoid to open and close the first opening / closing door 14k, thereby setting it to either a closed state (closed state) in which game balls cannot enter the first large winning opening 14 or an open state (open state) in which game balls can enter.

[0022] The second large winning opening 15 is installed in the lower right part of the game area 6, below the first large winning opening 14, so that the game balls can enter. When a game ball enters the second large winning opening 15, the pachinko gaming machine PY1 pays out a predetermined number (for example, 15) of game balls as prize balls to the upper tray 34. The second large winning opening 15 includes an opening / closing door 15k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 uses the opening / closing solenoid to open and close the second opening / closing door 15k, thereby setting it to either a closed state (closed state) in which game balls cannot enter the second large winning opening 15 or an open state (open state) in which game balls can enter.

[0023] The general winning openings 10 are installed in the lower left part and the lower right part of the game area 6 so that the game balls can enter. When a game ball enters the general winning opening 10, the pachinko gaming machine PY1 pays out a predetermined number (for example, 5) of game balls as prize balls to the upper tray 34.

[0024] In addition, at the lowermost part of the game area 6, an out port 19 is installed, and game balls that have not won in any of the general winning ports 10, the first start port 11, the second start port 12, the first big winning port 14, and the second big winning port 15 are discharged from the pachinko machine PY1 through the out port 19.

[0025] 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, a right hitting lamp 54a capable of emitting light in a predetermined emission color, and a movable body 55k on the board capable of operating in a predetermined operation mode. The image display device 50 is installed at the central part of the game board 1 and includes a display unit 50a composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, a plurality of LEDs. The right hitting lamp 54a is installed to the right of the display unit 50a and is composed of, for example, one LED. The character "right hitting" is drawn near the right hitting lamp 54a. The movable body 55k on the board is installed in front of and above the display unit 50a. The movable body 55k on the board includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. Note that the movement of the movable body 55k on the board may be other than up and down movement.

[0026] In addition, the game board 1 includes displays 8 for notifying the state of the pachinko machine PY1. The displays 8 are installed at the lower left part of the game board 1 and are composed of, for example, a plurality of LEDs. The pachinko machine PY1 notifies the player of the game state of the pachinko machine PY1 (variable display (fluctuating display) and stop display of the special drawing (special symbol), variable display (fluctuating display) and stop display of the general drawing, special drawing 1 reserve number, special drawing 2 reserve number, general drawing reserve number, current game state, right hitting state, etc.) by combinations of lighting, blinking, and extinguishing of the plurality of LEDs.

[0027] 3. Basic Game Next, the basic game of the pachinko machine PY1 will be described. The pachinko machine PY1 can execute a special drawing game and a general drawing game using game balls launched by operating the handle 72k.

[0028] 3-1 Special Figure Game When a winning shot into the first start port 11 or the second start port 12 of the pachinko game machine PY1 occurs, the pachinko game machine PY1 acquires the right to perform a jackpot determination and performs the jackpot determination based on the acquired right. Then, the pachinko game machine PY1 performs variable display of a special figure according to the result of the jackpot determination. The mode of the variable display of the special figure (also referred to as "variable display time") differs depending on the type of variation pattern described later.

[0029] The right to receive a jackpot determination is, for example, a random number value, and the pachinko game machine PY1 performs a jackpot determination based on the acquired random number value. The jackpot determination determines whether to conduct a jackpot game. If a jackpot game is conducted, it is considered a jackpot win; if a minor jackpot game is conducted, it is considered a minor jackpot win; and if neither a jackpot game nor a minor jackpot game is conducted, it is considered a loss. Note that the jackpot game and the minor jackpot game may be referred to as special games.

[0030] When the pachinko game machine PY1 performs a jackpot determination due to a winning shot into the first start port 11 of the game ball, it performs variable display of the first special figure (also referred to as special figure 1). The variable display of the first special figure is, for example, a display in which two LEDs in the upper left corner of the display devices 8 blink. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 performs a stop display of the first special 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 corner are lit), a mode indicating a minor jackpot win (for example, only one of the LEDs in the upper left corner is lit), and a mode indicating a loss (for example, only the other LED in the upper left corner is lit).

[0031] On the one hand, when the pachinko gaming machine PY1 makes a jackpot determination upon the winning of a game ball at the second start port 12, it performs a variable display of the second special figure (also referred to as special figure 2). The variable display of the second special figure is, for example, a display in which two LEDs at the lower left of the display devices 8 blink. When the variable display time corresponding to the type of the variable pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the second special figure in a manner indicating the result of the jackpot determination. As the modes of the stop display of the second special figure, there are a mode indicating a jackpot win (for example, the two LEDs at the lower left are lit), a mode indicating a minor win (for example, only one of the LEDs at the lower left is lit), and a mode indicating a loss (for example, only the other LED at the lower left is lit).

[0032] Also, when a game ball wins at the first start port 11 during the variable display of the special figure, the pachinko gaming machine PY1 performs a pre-reading determination described later and stores the acquired right to receive a jackpot determination as a reservation for special figure 1. On the other hand, when a game ball wins at the second start port 12 during the variable display of the special figure, the pachinko gaming machine PY1 performs a pre-reading determination and stores the acquired right to receive a jackpot determination as a reservation for special figure 2. The pachinko gaming machine PY1 can store the reservation for special figure 1 and the reservation for special figure 2 up to a predetermined number (for example, 4 for the reservation for special figure 1 and 4 for the reservation for special figure 2). After the stop display of the special figure, the pachinko gaming machine PY1 makes a jackpot determination for the reservation for special figure 1 and the reservation for special figure 2. When the reservation for special figure 1 and the reservation for special figure 2 are stored simultaneously, the jackpot determination for the reservation for special figure 2 may be preferentially performed, or the jackpot determination for the reservation for special figure 1 may be preferentially performed, or the jackpot determination may be performed in the order of storage.

[0033] The pre-reading determination is to determine in advance 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 regarded as a pre-reading win, and if a jackpot game is not played, it is regarded as a pre-reading loss. When multiple types of variable patterns can be determined, in the pre-reading determination, a variable pattern pre-determination may be performed to pre-determine the variable pattern to be determined.

[0034] When the pachinko gaming machine PY1 stores the reservation of Special Figure 1 or the reservation of Special Figure 2, it notifies the player of the number. The number of reserved Special Figure 1 is notified, for example, by the lighting or blinking of two LEDs in the upper-middle part of the display devices 8. When the number of reserved Special Figure 1 is "1", only one LED lights up; when the number of reserved Special Figure 1 is "2", only two LEDs light up; when the number of reserved Special Figure 1 is "3", only one LED blinks; when the number of reserved Special Figure 1 is "4", only two LEDs blink. On the other hand, the number of reserved 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 number of reserved Special Figure 2 is "1", only one LED lights up; when the number of reserved Special Figure 2 is "2", only two LEDs light up; when the number of reserved Special Figure 2 is "3", only one LED blinks; when the number of reserved Special Figure 2 is "4", only two LEDs blink.

[0035] Also, after the pachinko gaming machine PY1 stops and displays the First Special Figure or the Second Special Figure in a manner indicating a jackpot win, it conducts a jackpot game. The jackpot game, although details will be described later, is a game in which a round game where the First Big Winning Opening 14 or the Second Big Winning Opening 15 is opened is conducted a plurality of times (for example, 10 times). The jackpot game provides an opportunity for the game balls to win (an opportunity for bonus balls) due to the opening of the First Big Winning Opening 14 or the Second Big Winning Opening 15, so it is a game advantageous to the player. Note that the jackpot game ends when all of the plurality of round games are conducted.

[0036] On the other hand, after the pachinko gaming machine PY1 stops and displays the First Special Figure or the Second Special Figure in a manner indicating a minor win, it conducts a minor win game. The minor win game, although details will be described later, is a game in which the First Big Winning Opening 14 or the Second Big Winning Opening 15 is opened for a predetermined time (for example, 5 seconds). The minor win game provides an opportunity for the game balls to win (an opportunity for bonus balls) due to the opening of the First Big Winning Opening 14 or the Second Big Winning Opening 15, so it is a game advantageous to the player.

[0037] 3-2. General Figure Game When a game ball passes through gate 13 of the pachinko machine PY1, it acquires the right to receive a winning determination and makes a winning determination based on the acquired right. Then, the pachinko machine PY1 performs variable display of the general pattern according to the result of the winning determination.

[0038] The winning determination determines whether to perform an auxiliary game. If an auxiliary game is performed, it is considered a winning hit, and if no auxiliary game is performed, it is considered a loss.

[0039] When the pachinko machine PY1 makes a winning determination by the winning of a game ball through gate 13, it performs variable display of the general pattern. The variable display of the general pattern is a display in which a plurality of LEDs in the upper right part of the display devices 8 blink. When a predetermined time has elapsed since the start of the variable display of the general pattern, the pachinko machine PY1 performs a stop display of the general pattern in a manner indicating the result of the winning determination. As the mode of the stop display of the general pattern, there are a mode indicating a winning hit (for example, all LEDs are lit) and a mode indicating a loss (for example, only one LED is lit).

[0040] Also, when a game ball wins through gate 13 during the variable display of the general pattern, the pachinko machine PY1 stores the acquired right to receive a winning determination as a general pattern hold. The pachinko machine PY1 can store up to a predetermined number (for example, 2) of general pattern holds. The pachinko machine PY1 makes a winning determination for the general pattern hold after the stop display of the general pattern.

[0041] When the pachinko machine PY1 stores a general pattern hold, it notifies the player of the number. The number of general pattern holds is notified by the lighting of a plurality of LEDs in the lower right part of the display devices 8. For example, when the number of general pattern holds is "1", only one LED is lit, and when the number of general pattern holds is "2", only two LEDs are lit.

[0042] After the normal pattern is stopped and displayed in a manner indicating a winning outcome, the pachinko gaming machine PY1 conducts an auxiliary game. The auxiliary game, details of which will be described later, is a game in which the second start opening 12 is opened for a predetermined time (e.g., 3.5 seconds). Since the opening of the second start opening 12 in the auxiliary game provides an opportunity for a game ball to win in the second start opening 12 (an opportunity for prize balls, an opportunity to acquire the right to receive a big win determination), it is a game advantageous to the player.

[0043] 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), the pachinko gaming machine PY1, excluding the big win game state in which a big win game is conducted, can take one or more of the four types of game states: "low probability low base game state" (also referred to as "normal game state"), "low probability high base game state" (also referred to as "time-saving game state"), "high probability low base game state" (also referred to as "hidden probability game state"), and "high probability high base game state" (also referred to as "probability change game state"). Note that the low probability low base game state may be abbreviated as the low prob low base state, the low probability high base game state may be abbreviated as the low prob high base state, the high probability low base game state may be abbreviated as the high prob low base state, the high probability high base game state may be abbreviated as the high prob high base state, the normal game state may be abbreviated as the normal state, the time-saving game state may be abbreviated as the time-saving state, the hidden probability game state may be abbreviated as the hidden prob state, and the probability change game state may be abbreviated as the prob change state. Also, the low base state may be referred to as the non-time-saving state, and the low probability state may be referred to as the normal probability state. Also, the big win game state, the high probability state, and the high base state can all be said to be advantageous states for the player.

[0044] 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.

[0045] The "low-probability high-base game state" is a game state that may occur after a jackpot game state and continues until a predetermined short-time end condition is satisfied. The predetermined short-time end condition includes the occurrence of a jackpot game and the variable display of the special figure reaching a predetermined number of times (for example, 200 times).

[0046] Also, the "low-probability high-base game state" may also occur when a specific loss occurs in the jackpot determination in the "low-probability low-base game state". Specific losses include the specific loss at the specific number of times (for example, 900 times) when all jackpot determinations result in a loss, and a specific percentage (for example, 1 / 200) of the losses in the jackpot determination. The pachinko machine PY1 enters the "low-probability high-base game state" after the end of the variable display of the special figure that has resulted in a specific loss (after the stop display of the special figure). In this case, the "low-probability high-base game state" also continues until a predetermined short-time end condition is satisfied, similar to the case when it becomes the "low-probability high-base game state" after a jackpot game state.

[0047] The "high-probability low-base game state" is a game state that may occur after a jackpot game state and continues until a predetermined potential-probability end condition is satisfied. The predetermined potential-probability end condition includes the occurrence of a jackpot game and the variable display of the special figure reaching a predetermined number of times (for example, 200 times). During the jackpot game, the game ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability low-base game state".

[0048] 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-variable end condition is satisfied. The predetermined probability-variable end condition includes the occurrence of a jackpot game and the variable display of the special figure reaching a predetermined number of times (for example, 100 times). During the jackpot game, the game ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability high-base game state".

[0049] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of a big win in the big win determination is the normal probability (for example, 1 / 300), and the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of a big win in the big win determination is higher than the normal probability (for example, 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states more advantageous to the player regarding the big win selection probability than the "low probability low base game state" and the "low probability high base game state".

[0050] Also, the "low probability low base game state" and the "high probability low base game state" belong to the non-time-saving state where it is difficult or impossible for a game ball to win in the second start port 12 (for example, the state where it is difficult or impossible to win in the hit determination or the state where the opening time of the second start port 12 is relatively short), and the "low probability high base game state" and the "high probability high base game state" belong to the time-saving state where it is easy for a game ball to win in the second start port 12 (for example, the state where it is easy to win in the hit determination or the state where the opening time of the second start port 12 is relatively long). Therefore, regarding the second start port 12 (regarding the ease of a game ball winning in the second start port 12), it can be said that the "low probability high base game state" and the "high probability high base game state" are game states more advantageous to the player than the "low probability low base game state" and the "high probability low base game state".

[0051] Since the non-time-saving state is a state where it is difficult or impossible for a game ball to win in the second start port 12, it can be said that the "low probability low base game state" and the "high probability low base game state" are game states where it is easier for a game ball to win 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 in the second start port 12, it can be said that the "low probability high base game state" and the "high probability high base game state" are game states where it is easier for a game ball to win in the second start port 12 than in the first start port 11.

[0052] In addition, in the non-time-limit state, in order to aim at the first start port 11 installed in the central part of the game area 6, the player fires a game ball toward the left part of the game area 6 to play the game. Therefore, the "low-probability low-base game state" and the "high-probability low-base game state" can also be said to be the left-shot states. Also, in the time-limit state, in order to aim at the second start port 12 installed in the right part of the game area 6, the player fires a game ball toward the right part of the game area 6 to play the game. Therefore, the "low-probability high-base game state" and the "high-probability high-base game state" can also be said to be the right-shot states.

[0053] 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. The state where the setting change switch is in the upper position is called "setting 1", the state where the setting change switch is in the middle position is called "setting 2", and the state where the setting change switch is in the lower position is called "setting 3". In "setting 1", the jackpot winning probability in the normal probability state is the first probability (for example, 1 / 300), and the jackpot winning probability in the high probability state is the second probability (for example, 1 / 30). Also, in "setting 2", the jackpot winning probability in the normal probability state is a third probability (for example, 1 / 280) higher than the first probability, and the jackpot winning probability in the high probability state is a fourth probability (for example, 1 / 28) higher than the second probability. Also, in "setting 3", the jackpot winning probability in the normal probability state is a fifth probability (for example, 1 / 260) higher than the third probability, and the jackpot winning probability in the high probability state is a sixth probability (for example, 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".

[0054] 5. Jackpot Game Next, the jackpot games performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(A). As shown in FIG. 3(B), the pachinko machine PY1 can perform one or more of four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".

[0055] "Jackpot Game Wα" is a jackpot 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 one round of the round game, the pachinko machine PY1 opens either the first large winning port 14 or the second large winning port 15. That is, in "Jackpot Game Wα", depending on α, the round game is played for any number of times from 2 to 10 times.

[0056] "Jackpot Game Xα" is a jackpot 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 one round of the round game, the pachinko machine PY1 opens either the first large winning port 14 or the second large winning port 15. That is, in "Jackpot Game Xα", depending on α, the round game is played for any number of times from 2 to 10 times.

[0057] "Jackpot Game Yα" is a jackpot 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 one round of the round game, the pachinko machine PY1 opens either the first large winning port 14 or the second large winning port 15. That is, in "Jackpot Game Yα", depending on α, the round game is played for any number of times from 2 to 10 times.

[0058] "The big win game Zα" is a big win game that will then enter the "low probability and low base game state" and continues until the α number of round games are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round game, either the first big winning opening 14 or the second big winning opening 15 is opened. That is, in the "big win game Zα", depending on α, a round game is played for any number of times from 2 to 10 times.

[0059] Note that in the "big win game Wα", "big win game Xα", "big win game Yα" and "big win game Zα", it is also possible that only the first big winning opening 14 is opened for all round games, or only the second big winning opening 15 is opened for all round games, or the first big winning opening 14 is opened for some round games and the second big winning opening 15 is opened for the remaining round games. For any round game where the first big winning opening 14 is opened and any round game where the second big winning opening 15 is opened, since the player is given the opportunity to win a game ball (the opportunity to receive bonus balls), it is a game that is advantageous to the player.

[0060] "The big win game Wα" and "big win game Yα" belong to the so-called probability-variable big win games where the game state becomes a high probability state, and "the big win game Xα" and "big win game Zα" belong to the so-called normal big win games where the game state becomes a normal probability state. Therefore, it can be said that "the big win game Wα" and "big win game Yα" are more advantageous big win games for the player in terms of the subsequent big win winning probability than "the big win game Xα" and "big win game Zα", and the big win game state in which either "the big win game Wα" or "big win game Yα" is played can be said to be a more advantageous game state for the player than the big win game state in which either "the big win game Xα" or "big win game Zα" is played.

[0061] 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 with respect to the subsequent second start port 12 (with respect to the ease of winning a game ball 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 played 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 played.

[0062] Incidentally, since the big win game state is a game in which the player fires a game ball toward the right part of the game area 6 in order to aim at the first big winning port 14 or the second big winning port 15 installed in the right part of the game area 6, it can also be said to be a right-handed state.

[0063] 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 illustrated.

[0064] As shown in FIG. 4(A), when a jackpot game starts after the stop display of the special figure, a jackpot opening (also referred to as "jackpot OP") is first set. The jackpot OP continues until a predetermined time (for example, 10 seconds) elapses. When the jackpot 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 at the first major winning opening 14. When the first-round round game ends, an interval between rounds (also referred to as "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) elapses. 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 jackpot ending (also referred to as "jackpot ED") is set. The jackpot ED continues until a predetermined time (for example, 10 seconds) elapses. When the jackpot ED ends, one jackpot game ends. Note that either one or both of the jackpot OP and the jackpot ED may not be set.

[0065] 6. Minor jackpot game Next, the minor jackpot 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 minor jackpot game as a game different from the jackpot game. Different from the jackpot game, the minor jackpot game is a game in which the game state is not changed thereafter. For example, when the minor jackpot game is performed in the "low probability and low base game state", the "low probability and low base game state" continues even after the minor jackpot game. In the minor jackpot game, the pachinko gaming machine PY1 opens either the first major winning opening 14 or the second major winning opening 15.

[0066] FIG. 4(B) is a time chart showing the flow of a minor winning game. Here, a minor winning game in which only the first major winning opening 14 is opened is illustrated. As shown in FIG. 4(B), when the minor winning game starts after the stop display in the special figure, first, a pre-opening interval (also referred to as "pre-opening IT") is set. The pre-opening IT continues until a predetermined time (for example, 2 seconds) elapses. When the pre-opening IT ends, the first major winning opening 14 opens. The opening of the first major winning opening 14 continues until a predetermined time (for example, 5 seconds) elapses or until a predetermined number (for example, 10) of game balls win in the first major winning opening 14. When the opening of the first major 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 minor 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 game characteristics of the pachinko gaming machine PY1, the minor winning game may not be performed.

[0067] 7. Auxiliary Game Next, the auxiliary game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform an auxiliary game as a game different from the jackpot game and the minor winning game. The auxiliary game is a game in which the second starting opening 12 opens, different from the jackpot game and the minor winning game. The opening time of the second starting opening 12 changes according to the game state. For example, when the auxiliary game is performed in the non-time-saving state, the second starting opening 12 opens only for the first opening time (for example, 0.1 second), while when the auxiliary game is performed in the time-saving state, the second starting opening 12 opens for the second opening time (for example, 3.5 seconds) longer than the first opening time.

[0068] Figure 4(C) is a time chart showing the flow of the auxiliary game. As shown in Figure 4(C), when the auxiliary game starts after the stop display of the normal drawing, the second start port 12 opens. 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 (for example, 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 (for example, 2 seconds) elapses, and the end of the IT after opening ends one auxiliary game.

[0069] 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.

[0070] 8-1. Effect mode First, the effect mode will be described with reference to FIG. 5. The effect mode is the classification of effects (or a higher-conceptual attribute). The pachinko machine PY1 can set a customer waiting effect mode, a normal effect mode, a probability variation effect mode, a time shortening effect mode, and a big win effect mode as the effect modes.

[0071] The waiting-for-guest performance mode is a performance mode that may be set when the stop display of the special figure is being performed (when the variable display of the special figure is not being performed) in the "low probability low base game state", "low probability high base game state", "high probability low 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 variable display of the special figure is in a waiting state. 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 the waiting-for-guest demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a. Also, when the normal button 40 is operated, for example, during the display of the waiting-for-guest demo video G100, the pachinko machine PY1 may display the setting screen G101 for setting the effects of the pachinko machine PY1 on the display unit 50a as shown in Fig. 5(A-2). The pachinko machine PY1 enables the setting of the effects of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the effects include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a (also referred to as "light amount setting"), the frequency setting of the executed effects (also referred to as "effect setting"), etc.

[0072] 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" or "high probability low base game state". In the normal performance mode, it is suggested to the player that it is a non-time-saving state. In the normal performance mode, the pachinko machine PY1 displays, for example, the normal background image G102 representing a mountain view on the display unit 50a as shown in Fig. 5(B-1). 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.

[0073] The probability-variable effect mode is an effect mode that may be set over one or more variable displays of special diagrams in the "high-probability high-base game state". In the probability-variable effect mode, it is suggested to the player that it is a high-probability state and a time-reduced state. In the pachinko machine PY1, in the probability-variable effect mode, as shown in FIG. 5(B-2), for example, a probability-variable background image G103 representing the universe is displayed on the display unit 50a. Note that the background displayed in the probability-variable effect mode is not limited to only the probability-variable background image G103, and a plurality of types of backgrounds may be displayed in order or randomly.

[0074] The time-reduced effect mode is an effect 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-reduced effect mode, it is suggested to the player that it is a normal-probability state and a time-reduced state. In the pachinko machine PY1, in the time-reduced effect mode, as shown in FIG. 5(B-3), for example, a time-reduced background image G104 representing the sky is displayed on the display unit 50a. Note that the background displayed in the time-reduced effect mode is not limited to only the time-reduced background image G104, and a plurality of types of backgrounds may be displayed in order or randomly.

[0075] The jackpot effect mode is an effect mode set in the jackpot game state. In the jackpot effect mode, it is suggested to the player that the jackpot game is in progress. In the pachinko machine PY1, in the jackpot effect mode, at the start of the jackpot game, as shown in FIG. 5(C-1), an opening image G107 indicating the start of the jackpot game, a right-hit image G108 prompting "right hit", etc. are displayed on the display unit 50a. Note that the display of these images is called an "opening effect".

[0076] Also, in the pachinko machine PY1, in the jackpot effect mode, during the round game, as shown in FIG. 5(C-2), a round image G109 indicating the round number, etc. are displayed on the display unit 50a, and if it then enters the high-probability state, a promotion image G110 indicating the entry into the high-probability state is displayed on the display unit 50a. Note that the display of these images is called a "round effect".

[0077] In addition, in the jackpot effect mode, when the jackpot game ends, as shown in FIG. 5(C-3), the pachinko machine PY1 displays on the display unit 50a an ending image G111 that suggests the effect mode set after the jackpot effect mode, a total prize ball number image G112 that suggests the total number of prize balls paid out, and the like. The display of these images is referred to as "ending effect".

[0078] In the basic embodiment, five types of effect modes, namely, the customer-waiting effect mode, the normal effect mode, the probability-variable effect mode, the time-saving effect mode, and the jackpot effect mode, are set. However, the types of effect modes may be appropriately changed or added.

[0079] 8-2. Special Figure Variation Effect Next, the special figure variation effect (also referred to as "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, the pachinko machine PY1 executes a special figure variation effect using effect symbols 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.

[0080] In the special figure variation effect of the pachinko 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 variable display of the effect symbols is in progress. The effect symbols EZ1, EZ2, and EZ3 are composed of, for example, numerical 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.

[0081] 8-2-1. Normal Variation The pachinko gaming machine PY1 can first perform normal variations in the special figure variation performance. The normal variation is a performance in which the performance symbols EZ1, EZ2, and EZ3 are variably displayed, and functions as a performance suggesting that the variable display of the special figure has started.

[0082] In the normal variation, as shown in FIG. 6(B), the pachinko gaming machine PY1 starts the variable display of the performance symbols EZ1, EZ2, and EZ3. Then, when the pachinko gaming machine PY1 results in a loss without generating a reach after the normal variation, as shown in FIG. 6(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped in different manners, and then, as shown in FIG. 6(D), the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a loss (so-called scattered state). The manner suggesting a loss is a manner in which the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, when the pachinko gaming machine PY1 generates a reach after the normal variation, as shown in FIG. 6(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped and displayed in the same manner (so-called reach state) to establish a reach. Note that the stop order of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0083] 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 performance in which the variation speed of the middle performance symbol EZ2 gradually decreases, and functions as a performance suggesting that a jackpot game may be played.

[0084] In the case of N-reach, the pachinko gaming machine PY1 gradually decelerates the variation speed of the middle effect symbol EZ2 as shown in FIG. 7(A). When the pachinko gaming machine PY1 results in a loss in the N-reach, as shown in FIG. 7(B), it stops the middle effect symbol EZ2 and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss (so-called reach-loss pattern). The manner suggesting a reach loss is a pattern in which the left and right effect symbols are the same, such as "7·6·7" or "5·3·5", and the middle symbol is different from the left and right effect symbols. On the other hand, when the pachinko gaming machine PY1 develops into an SP-reach after the N-reach, it does not stop the middle effect symbol EZ2. Note that the effect content of the N-reach can be changed as appropriate.

[0085] 8-2-3. SP-reach After the N-reach, the pachinko gaming machine PY1 can perform an SP-reach. The SP-reach is, for example, a reach effect in which a battle between the protagonist character and the enemy character is displayed, and functions as an effect suggesting a high possibility of a jackpot game being played.

[0086] In the pachinko gaming machine PY1, during the SP reach, 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 also 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 hits the jackpot during the SP reach, as shown in Fig. 8(C-1), it displays the protagonist character celebrating victory in the battle so as to suggest the jackpot, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a mode suggesting the jackpot (so-called double identical symbols). Also, if the pachinko gaming machine PY1 misses during the SP reach, as shown in Fig. 8(C-2), it displays the enemy character celebrating victory in the battle so as to suggest the miss, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a mode suggesting the reach miss. 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 performance symbol EZ2. Note that the performance content of the SP reach can be changed as appropriate.

[0087] 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 performance in which a scene of the protagonist character battling a powerful enemy character is displayed, and functions as a performance suggesting a high possibility of a jackpot game being played.

[0088] 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 the text "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.

[0089] Here, the possibility that the effect symbols EZ1, EZ2, EZ3 stop in a mode indicating a jackpot (also referred to as "jackpot expectancy") will be described. The jackpot expectancy is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot determination is a loss, and 100% when the result of the jackpot determination is a jackpot win, while setting the execution probability of the SP reach to 4% when the result of the jackpot determination is a loss and 100% when the result of the jackpot determination is a jackpot win, the jackpot expectancy for the SP reach can be made higher than the jackpot expectancy for the N reach.

[0090] Also, for example, when the execution probability of SP reach is set to 4% when the jackpot determination result is a miss, and 100% when the jackpot determination result is a jackpot win, if the execution probability of SPSP reach is set to 2% when the jackpot determination result is a miss and 100% when the jackpot determination result is a jackpot win, the jackpot expectancy for SPSP reach can be made higher than the jackpot expectancy for SP reach. In this way, by presetting the execution probability according to the result of the jackpot determination for an executable effect, the jackpot expectancy for that effect can be determined.

[0091] 8-3. Reserved Icon and the Said Icon The pachinko machine PY1 can display a reserved icon HA on the display unit 50a while the special figure 1 reservation or the special figure 2 reservation is in memory. The reserved icon HA is, for example, an icon image of "〇". Also, the pachinko machine PY1 can display the said icon TA on the display unit 50a during the variable display of the special figure. The said icon TA is, for example, the same icon image of "〇" as the reserved icon HA.

[0092] 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 special figure 1 reserved number or the special figure 2 reserved number. For example, when the special figure 1 reserved number is "1", the reserved icon HA is displayed in the first display area 50d1, and when the special figure 1 reserved number is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. Note that both the special figure 1 reserved number and the special figure 2 reserved number may be displayed in the reserved icon display area 50d, or only one of the special figure 1 reserved number and the special figure 2 reserved number may be displayed. Also, the number of display areas constituting the reserved icon display area 50d can be changed as appropriate.

[0093] Also, in the lower part of the display unit 50a and in the vicinity of the hold 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 game machine PY1 starts the variable display of the special figure, the icon TA which is the same as or different from the hold icon HA is displayed in the icon display area 50e. In consideration of the playability of the pachinko game machine PY1, the icon TA may not be displayed.

[0094] 8-3-1. Hold performance The pachinko game machine PY1 can perform a hold performance in response to a game ball winning the first start port 11 or the second start port 12. The hold performance is, for example, a performance in which the hold icon HA is displayed in the hold 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.

[0095] When a game ball wins the first start port 11 while the variable display of the special figure is not being performed and the number of holds in special figure 1 is "0", the pachinko game machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two game balls win the first start port 11 during the variable display of the special figure, the pachinko game machine PY1 displays the hold icon HA in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, and notifies the player that the number of holds in special figure 1 is "2" as shown in Fig. 10(C). Further, when the pachinko game machine PY1 starts a new variable display of the special figure while the hold icon HA is being displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, as shown in Fig. 10(D), the hold icon HA in the first display area 50d1 of the hold icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the hold icon HA in the second display area 50d2 of the hold icon display area 50d is moved to the first display area 50d1 and displayed, notifying the player that the number of holds in special figure 1 is "1".

[0096] 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.

[0097] 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.

[0098] 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. The movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a as shown in Fig. 11(A). 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 during the movable body performance. After the movable body performance, as shown in Fig. 11(B), the on-board movable body 55k returns to its 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.

[0099] 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.

[0100] 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. The pachinko gaming machine PY1 generates a period during which the pressing operation of the normal button 40 is valid (referred to as the "button operation valid period") in the operation effect, and along with the generation of this button operation valid period, as shown in FIG. 12(A), it performs an effect to prompt the operation of the normal button 40 (referred to as the "button operation promotion effect"). In the button operation promotion effect, a button operation promotion image G3 is displayed. The button operation promotion image G3 is composed of a normal button image G31 imitating the normal button 40, a pressing operation image G32 representing the operation mode of the normal button 40 (i.e., the pressing operation) (here, the character image of "press"), 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.

[0101] 8-4-3. Anticipation effect The pachinko gaming machine PY1 can perform an anticipation effect based on an anticipation determination as a pre-warning effect. The anticipation effect is, for example, an effect in which the hold icon HA changes, and functions as an effect for suggesting the result of the jackpot determination in advance.

[0102] When the pachinko gaming machine PY1 memorizes the reservation of Special Figure 1 or the reservation of Special Figure 2, it performs a predictive display. Here, the predictive display for the reservation of Special Figure 1 will be exemplified. When a game ball enters the first start port 11, when the pachinko gaming machine PY1 memorizes the reservation of Special Figure 1, based on the result of the predictive determination for the reservation of Special Figure 1, as shown in Fig. 10(C), in the reservation icon display area 50d, instead of displaying the icon image of "〇" as the reservation icon HA, an icon image of "☆" is displayed. The icon image of "☆" (icon image in a special mode) is an image that suggests a higher jackpot expectation than the icon image of "〇" (icon image in a normal mode). Such an effect of displaying an icon image in a special mode is also called a reservation change effect. Note that the content of the predictive display can be changed as appropriate.

[0103] 9. Internal Structure Next, the internal structure of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the part related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 includes a main control unit 100 for controlling the game and an effect control unit 120 for executing effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes effects according to the instructions of the main control unit 100.

[0104] 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 issued according to the control of the game to the outside of the production control unit 120 and the pachinko game 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.) issued according to the control of the game, etc.

[0105] 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.

[0106] 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.

[0107] 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.

[0108] 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 reservations, etc. The reach determination is to determine whether to perform the above-mentioned reach effect (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. Note that the type of variation pattern can be changed as appropriate.

[0109] 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 a variable display time of the special figure of 13,000 ms or 2,000 ms and an effect flow composed of only "Normal Variation". 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.

[0110] "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 patterns can be set as appropriate in consideration of the playability of the pachinko machine PY1.

[0111] 9-2-2. Prediction Judgment Table The game memory unit 101c stores the prediction judgment table 103b1 shown in FIG. 15. 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.

[0112] As shown in FIG. 15, the game control microcomputer 101 selects the type of the prediction pattern based on the game state, the type of the start port, the result of the prediction determination, etc. The game control microcomputer 101 can select any one of three types of prediction patterns, namely, "SHP001" to "SHP003" as the prediction pattern. Note that the type of the prediction pattern can be changed as appropriate.

[0113] Since "SHP001" is selected when the result of the prediction determination is a winning prediction, "SHP001" is referred to as the "big win prediction pattern". Also, since "SHP002" is selected when the result of the prediction determination is a losing prediction and the result of the variable pattern pre-determination is a variable pattern with a reach ("THP011" to "THP013"), "SHP002" is referred to as the "reach loss prediction pattern". Further, since "SHP003" is selected when the result of the prediction determination is a losing prediction and the result of the variable pattern pre-determination is a variable pattern without a reach ("THP021" to "THP022"), "SHP003" is referred to as the "normal loss prediction pattern".

[0114] 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 the stop symbols of the first special symbol and the second special symbol. When a big win determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of the stop symbols of the first special symbol and the second special symbol. The figure shown in FIG. 16 is the symbol determination table 103c1.

[0115] 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, and the like. The game control microcomputer 101 can select any one of seven types of stop symbols, namely, "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "small win symbol", "loss A symbol", and "loss 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.

[0116] 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 is entered, and a loss occurs without any action. There are four types of jackpot games ("jackpot game Wα", "jackpot game Xα", "jackpot game Yα", "jackpot game Zα"), one type of small win game, and two types of losses (the aforementioned specific loss and simple loss). Each stop symbol is associated with the types of jackpot games, small win games, and losses. For example, as shown in FIG. 16, the "jackpot Wα symbol" is associated with the "jackpot game Wα", the "jackpot Xα symbol" is associated with the "jackpot game Xα", the "jackpot Yα symbol" is associated with the "jackpot game Yα", the "jackpot Zα symbol" is associated with the "jackpot game Zα", the "small win symbol" is associated with the small win game, the "loss A symbol" is associated with a simple loss where nothing is done, and the "loss B symbol" is associated with the time-saving state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, small win games, and losses (whether to enter the time-saving state) to be executed are made different.

[0117] 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 the "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 the "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.

[0118] 9-3. Command The game control microcomputer 101 can output the production command issued according to the control of the game to the production control unit 120 via the game output unit 101b. The game control microcomputer 101 can issue the following commands.

[0119] 9-3-1. Winning Command The winning command is issued 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 the winning command, there are the first start port command issued when the game ball wins the first start port 11, the second start port command issued when the game ball wins the second start port 12, the gate command issued when the game ball passes through the gate 13, the first big winning port command issued when the game ball wins the first big winning port 14, the first big winning port command issued when the game ball wins the second big winning port 15, the general winning port command issued when the game ball wins the general winning port 10, etc.

[0120] 9-3-2. Special Figure Command Special figure commands are issued 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 issued when a variation pattern of the special figure is determined, a special figure stop symbol command issued when a stop symbol of the special figure is determined, a special figure start command issued when the start of variable display of the special figure occurs, a special figure confirmation command issued when the stop display of the special figure occurs, and the like.

[0121] 9-3-3. General figure commands General figure commands are issued in relation to the operations of the general figure. Examples of general figure commands include a general figure start command issued when the start of variable display of the general figure occurs, a general figure confirmation command issued when the stop display of the general figure occurs, and the like.

[0122] 9-3-4. Hold commands Hold commands are issued 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 issued when the number of special figure 1 holds increases, a special figure 1 hold decrease command issued when the number of special figure 1 holds decreases, a special figure 2 hold increase command issued when the number of special figure 2 holds increases, a special figure 2 hold decrease command issued when the number of special figure 2 holds decreases, a general figure hold increase command issued when the number of general figure holds increases, a general figure hold decrease command issued when the number of general figure holds decreases, and the like.

[0123] 9-3-5. Big win game commands Big win game commands are issued in relation to the operations of big win games. Examples of big win game commands include an OP command issued when the start of OP occurs, a round command issued when the start of each round game occurs, an ED command issued when the start of ED occurs, and the like.

[0124] 9-3-6. Small win game commands Small win game commands are issued in relation to the operations of small win games. Examples of small win game commands include a pre-opening IT command issued when the start of pre-opening IT occurs, a post-opening IT command issued when the start of post-opening IT occurs, and the like.

[0125] 9-3-7. Auxiliary game command The auxiliary game command is issued in relation to the operation of the auxiliary game. Examples of the auxiliary game command include the auxiliary game start command issued when the auxiliary game starts.

[0126] 9-3-8. Game state command The game state command is issued in relation to the current game state. Examples of the game state command include the normal probability command issued when the game state is the normal probability state, the high probability command issued when the game state is the high probability state, the non-time-limited command issued when the game state is the non-time-limited state, the time-limited command issued when the game state is the time-limited state, the big win command issued when the game state is the big win game state, the left hit command issued when the game state is the left hit state, and the right hit command issued when the game state is the right hit state.

[0127] 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 mode, special figure variation presentation, held presentation, preview presentation, etc.). The presentation control microcomputer 121 also includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores processing programs for processing performed by the CPU in various presentations, tables for selecting preview presentations, etc., and presentation data issued according to the execution of the presentation.

[0128] 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 uses the processing programs, tables, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.

[0129] <First Embodiment> Hereinafter, the first embodiment will be described. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment is also applicable to the first embodiment.

[0130] First, with reference to FIG. 17, the displays 8 installed on the game board 1 will be specifically described. As shown in FIG. 17, the displays 8 include a FIG. 1 LED 8a for indicating the variable display / stop display of FIG. 1, a FIG. 2 LED 8b for indicating the variable display / stop display of FIG. 2, a general view LED 8c for indicating the variable display / stop display of the general view, a FIG. 1 hold LED 8d for indicating the number of holds in FIG. 1, a FIG. 2 hold LED 8e for indicating the number of holds in FIG. 2, a general view hold LED 8f for indicating the number of holds in the general view, a game state LED 8g for indicating the current game state, and a right hitting state LED 8h for indicating that it is in the right hitting state.

[0131] The FIG. 1 LED 8a is composed of two LEDs. During the variable display of FIG. 1, the two LEDs alternately light up at a predetermined interval. On the other hand, during the stop display of FIG. 1, if the stop symbol is the "big win Wα symbol", both of the two LEDs light up; if the stop symbol is the "big win Xα symbol", only the left LED of the two LEDs lights up; if the stop symbol is the "loss A symbol", only the right LED of the two LEDs lights up. In the first embodiment, the case where the "big win Yα symbol", "big win Zα symbol", and "loss B symbol" are made non-stopable will be described. However, if these stop symbols are made stoppable, by increasing the number of LEDs, the LEDs can be lit so that each stop symbol can be distinguished.

[0132] Special Figure 2 LED 8b consists of two LEDs. During the variable display in Special Figure 2, the two LEDs light up alternately at a predetermined interval. On the other hand, during the stop display in Special Figure 2, if the stop symbol is the "Big Win Wα Symbol", both of the two LEDs light up; if the stop symbol is the "Big Win Xα Symbol", only the left LED of the two LEDs lights up; if the stop symbol is the "Loss A Symbol", only the right LED of the two LEDs lights up. In the first embodiment, the case where the "Small Win Symbol" cannot be stopped is described. However, if this stop symbol can be stopped, by increasing the number of LEDs, the LEDs can be lit so that each stop symbol can be distinguished.

[0133] General Figure LED 8c consists of two LEDs. During the variable display in the general figure, the two LEDs light up alternately at a predetermined interval. On the other hand, during the stop display in the general figure, if the stop symbol indicates "Win and Winning", both of the two LEDs light up; if the stop symbol indicates "Loss", only the right LED of the two LEDs lights up.

[0134] Special Figure 1 Reserved LED 8d consists of two LEDs. When the reserved number in Special Figure 1 is "0", both of the two LEDs are turned off. When the reserved number in Special Figure 1 is "1", only the left LED of the two LEDs lights up. When the reserved number in Special Figure 1 is "2", both of the two LEDs light up. When the reserved number in Special Figure 1 is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs lights up. When the reserved number in Special Figure 1 is "4", both of the two LEDs blink.

[0135] Special Figure 2 Reserved LED 8e consists of two LEDs. When the reserved number in Special Figure 2 is "0", both of the two LEDs are turned off. When the reserved number in Special Figure 2 is "1", only the left LED of the two LEDs lights up. When the reserved number in Special Figure 2 is "2", both of the two LEDs light up. When the reserved number in Special Figure 2 is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs lights up. When the reserved number in Special Figure 2 is "4", both of the two LEDs blink.

[0136] The general drawing reserved LED 8f consists of two LEDs. When the general drawing reserved number is "0", both of the two LEDs are turned off. When the general drawing reserved number is "1", only the left LED of the two LEDs is lit. When the general drawing reserved number is "2", both of the two LEDs are lit. When the general drawing reserved number is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs is lit. When the general drawing reserved number is "4", both of the two LEDs blink.

[0137] The game state LED 8g consists of two LEDs. When the game state is the "low probability low base game state", both of the two LEDs are turned off. When the game state is the "low probability high base game state", only the left LED of the two LEDs is lit. When the game state is the "high probability high base game state", both of the two LEDs are lit. In the first embodiment, the case where the "high probability low base game state" cannot be set is described, but when the "high probability low base game state" can be set, only the right LED of the two LEDs may be lit.

[0138] The right hitting state LED 8h consists of one LED. When the game state is the "big win game state", the "low probability high base game state", and the "high probability high base game state", in other words, when in the right hitting state where the game ball is launched toward the right side of the game area 6, one LED is lit (also referred to as "displayed").

[0139] Next, the control system of the pachinko game machine PY1 will be specifically described with reference to FIGS. 18 to 19. As shown in FIG. 18, the pachinko game machine PY1 includes a main control unit 100. The main control unit 100 is provided with a game control microcomputer 101 having a CPU, a ROM, and a RAM, a main input unit 104 having an input port 104a, a main output unit 105 having an output port 105a, a driver circuit 105b, a buffer circuit 105c, etc., and a data bus 106 connecting the game control microcomputer 101, the main input unit 104, and the main output unit 105.

[0140] The game control microcomputer 101 is provided with a crystal oscillator 101d that generates the operating clock of the CPU, timer interrupts, and the clock serving as a reference for the random number generation circuit. The ROM of the game control microcomputer 101 stores non-volatilely the information (programs, etc.) necessary for game control. On the other hand, the RAM of the game control microcomputer 101 is used as a storage area for data and signals created according to game control.

[0141] In addition, the game control microcomputer 101 is provided with a RAM clear switch 101e, and by operating the RAM clear switch 101e, the information stored in the RAM of the game control microcomputer 101 can be forcibly initialized.

[0142] The CPU of the game control microcomputer 101 executes the game control program stored in the ROM and issues commands output to the effect control unit 120, outputs the operation data of the opening and closing solenoids of the first big winning port 14, the second big winning port 15, and the second start port 12, and outputs the display data of the displays 8, thereby performing game control of the pachinko game machine PY1. Also, although not shown, the game control microcomputer 101 is provided with a random number generation circuit for generating random numbers and the like related to various determinations, and a clock generator that generates a timer interrupt signal at a predetermined cycle (for example, 4 ms) for the CPU and a clock for giving the update timing of the random number generation circuit.

[0143] Moreover, various detection switches for detecting the winning of game balls into 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.) are connected to the main input unit 104 of the main control unit 100, and the detection signals of the various detection switches are read into the game control microcomputer 101 via the data bus 106.

[0144] The output port 105a provided in the main output unit 105 of the main control unit 100 is for outputting operation data of the opening / closing solenoids of the first major winning port 14, the second major winning port 15, and the second start port 12, display data of the displays 8, and external information of the pachinko gaming machine PY1. The operation data, display data, and external information stored in the RAM of the game control microcomputer 101 are output to the driver circuit 105b via the data bus 106, and the operations of the opening / closing solenoids, the displays of the displays 8, and external output are performed.

[0145] The buffer circuit 105c provided in the main output unit 105 of the main control unit 100 is for outputting commands to the effect control unit 120. The commands issued by the CPU of the game control microcomputer 101 are output to the buffer circuit 105c without being stored in the RAM of the game control microcomputer 101, and are output to the effect control unit 120 in the order they are output, independently of the main-side timer interrupt process described later. That is, the buffer circuit 105c can be said to be a circuit that temporarily stores the commands issued by the CPU of the game control microcomputer 101 until they are output to the effect control unit 120. Note that the communication path from the game control microcomputer 101 to the effect control unit 120 is a one-way communication so that input from the effect control unit 120 side to the main control unit 100 is not possible, and the main control unit 100 outputs a strobe signal for notifying the effect control unit 120 of the command output prior to the command output.

[0146] Here, information that can be stored in the RAM of the game control microcomputer 101 will be described with reference to FIG. 19. As shown in FIG. 19, the RAM of the game control microcomputer 101 is provided with a winning information storage area 101c1, a pending storage area 101c2, a determination result storage area 101c3, a high probability flag 101c4, a time shortening flag 101c5, a status storage area 101c6, a display data storage area 101c7, and an operation data storage area 101c8.

[0147] The winning information storage area 101c1 is a storage area that stores winning information corresponding to the winning device into which the game ball has won. The hold storage area 101c2 is a storage area that stores random values related to the hold of FIG. 1 of the special drawing, the hold of FIG. 2 of the special drawing, and the hold of the general drawing. The determination result storage area 101c3 is a storage area that stores the result of the jackpot determination, the result of the hit determination, and the like.

[0148] The high probability flag 101c4 is a storage area that stores information for distinguishing whether the game state is in the normal probability state or the high probability state. The time shortening flag 101c5 is a storage area for storing information for distinguishing whether the game state is in the non-time shortening state or the time shortening state. For example, when the game state is the "high probability high base game state", "1" is stored in the high probability flag 101c4 and "1" is stored in the time shortening flag 101c5. Also, the status storage area 101c6 is a storage area that stores information for distinguishing the current status, although details will be described later.

[0149] The display data storage area 101c7 is a storage area that stores display data related to the display of the displays 8. The operation data storage area 101c8 is a storage area that stores operation data related to the operation of the opening / closing solenoids of the second start port 12, the first big winning port 14, and the second big winning port 15.

[0150] Also, as shown in FIG. 18, the pachinko game machine PY1 includes an effect control unit 120. The effect control unit 120 is provided with an effect control microcomputer 121 having a CPU, a ROM, and a RAM, an interface chip 122 for inputting commands output from the main control unit 100, an image control unit 123 for controlling the image to be displayed on the image display device 50, an audio control unit 124 for controlling the audio output from the speaker 52, a lamp control unit 125 for causing the LEDs of the frame lamp 53 and the panel lamp 54 to emit light, a movable body control unit 126 for moving the on-board movable body 55k, and the like.

[0151] The ROM of the performance control microcomputer 121 stores information (programs, etc.) necessary for performance control. On the other hand, the RAM of the performance control microcomputer 121 is used as a storage area for data and signals created according to performance control.

[0152] The CPU of the performance control microcomputer 121 executes the performance control program stored in the ROM, and controls the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, and the on-board movable body 55k by the control of the image control unit 123, the audio control unit 124, the lamp control unit 125, and the movable body control unit 126, to perform the performance control of the pachinko game machine PY1. Also, although not shown, the performance control microcomputer 121 is provided with a random number generation circuit for generating random numbers, etc. related to various determinations, and a clock generator for generating a timer interrupt signal at a predetermined period (for example, 10 ms) for the CPU and a clock for updating the timing of the random number generation circuit.

[0153] Next, with reference to FIGS. 20 to 33, the processes executable by the CPU of the game control microcomputer 101 will be described. First, with reference to FIG. 20, the main control main process will be specifically described. When the power of the pachinko game machine PY1 is turned on, the CPU of the game control microcomputer 101 reads out the processing program from the ROM of the game control microcomputer 101 and performs the main control main process.

[0154] In the main control main process, as shown in FIG. 20, first, the power-on process (S001) is performed. In the power-on process (S001), permission settings for accessing the RAM of the game control microcomputer 101, settings for the CPU of the game control microcomputer 101, settings for the period of the timer interrupt signal, etc. are performed.

[0155] When the power-on process (S001) ends, interrupts are prohibited (S002), and the random number update process (S003) is performed. In the random number update process (S003), random number values (big win random numbers, big win symbol random numbers, win random numbers, variation pattern random numbers, etc.) for determining the stop symbols of the normal figure, the stop symbols of the special figure, the variation pattern of the special figure, etc. are updated.

[0156] When the random number update process (S003) ends, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on a timer interrupt signal that occurs at a 4 ms cycle. That is, the main timer interrupt process (S005) is executed at a 4 ms cycle. Then, after the main timer interrupt process (S005) ends and before the next main timer interrupt process (S005) starts, the update of the random number value by the random number update process (S003) is repeated. Note that when a timer interrupt signal is input while interrupts are disabled, the main timer interrupt process (S005) is not started immediately and is started after interrupts are enabled (S004).

[0157] Next, the main timer interrupt process (S005) will be specifically described with reference to FIG. 21. When a timer interrupt signal is input while interrupts are enabled, the CPU of the game control microcomputer 101 reads a processing program from the ROM of the game control microcomputer 101 and performs the main timer interrupt process (S005).

[0158] In the main timer interrupt process (S005), as shown in FIG. 21, first, an input process (S101) is performed. In the input process (S101), it is monitored whether a game ball has won a prize in various prize-winning devices (the first start port 11, the second start port 12, the gate 13, the first big prize port 14, the second big prize port 15, the general prize port 10, etc.). When there is a prize, prize information corresponding to the various prize-winning devices is stored in the prize information storage area 101c1.

[0159] When the input process (S101) ends, a prize ball process (S102) is performed. In the prize ball process (S102), if prize information is stored in the prize information storage area 101c1, a payout operation is performed to pay out prize balls corresponding to the type of the winning device corresponding to this prize information to the upper tray 34. In the first embodiment, the game control microcomputer 101 performs the payout operation. However, a separate payout control microcomputer for performing the payout operation may be provided, and the payout control microcomputer may perform the payout operation according to an instruction from the game control microcomputer 101.

[0160] When the prize ball process (S102) ends, a switch process (S103) is performed. In the switch process (S103), if prize information is stored in the prize information storage area 101c1, a winning command corresponding to the type of the winning device corresponding to this prize information is issued. The issued winning command is temporarily stored in the buffer circuit 105c. Also, in the switch process (S103), if prize information related to the first start port 11, the second start port 12, or the gate 13 is stored in the prize information storage area 101c1, a random number value updated by the random number update process (S003) is acquired. The acquired random number value is stored in the hold storage area 101c2. Note that even if prize information related to the first start port 11, the second start port 12, or the gate 13 is stored in the prize information storage area 101c1, if a predetermined upper limit number (here, 4 each) of random number values has already been stored in the hold storage area 101c2, no new random number value will be stored. In the first embodiment, the upper limit number of random number values that can be stored by winning at the first start port 11 is "4", the upper limit number of random number values that can be stored by winning at the second start port 12 is "4", and the upper limit number of random number values that can be stored by winning at the gate 13 is "4". However, each upper limit number may be changed. Also, in the switch process (S103), when a new random number value is stored in the hold storage area 101c2, a hold command (special drawing 1 hold increase command, special drawing 2 hold increase command, general drawing hold increase command) is issued. The issued hold command is temporarily stored in the buffer circuit 105c.

[0161] When the switch process (S103) ends, the general drawing and general power process (S104) is performed. In the general drawing and general power process (S104), when the start condition for the variable display of the general drawing is satisfied, a hit determination, determination of the winning symbol, and subtraction of the number of general drawing holds are performed based on the random number value related to the general drawing hold stored in the hold memory area 101c2. Also, in the general drawing and general power process (S104), when the start condition for the variable display of the general drawing is satisfied, a general drawing command (general drawing start command) and a hold command (general drawing hold decrease command) are issued, and when the start condition for the sub-game is satisfied, a sub-game command is issued. The issued general drawing command, hold command, and sub-game command are temporarily stored in the buffer circuit 105c. Also, in the general drawing and general power process (S104), when the start condition for the sub-game is satisfied, operation data for performing the sub-game (opening of the second start port 12) is created. The created operation data is stored in the operation data storage area 101c8.

[0162] When the general drawing and general power process (S104) ends, the special drawing and special power process (S105) is performed. Details of the special drawing and special power process will be described later.

[0163] When the special drawing and special power process (S105) ends, the display process (S106) is performed. Details of the display process will be described later.

[0164] When the display process (S106) ends, the external information process (S107) is performed. In the external information process (S107), external information corresponding to the data stored in the RAM of the game control microcomputer 101 is output to the outside of the pachinko game machine PY1.

[0165] When the external information process (S107) ends, the output process (S108) is performed. Details of the output process will be described later.

[0166] Next, the details of the special drawing and special power process (S105) will be specifically described with reference to FIGS. 22 to 28. When the general drawing and general power process (S104) ends, the CPU of the game control microcomputer 101 reads a processing program from the ROM of the game control microcomputer 101 and performs the special drawing and special power process (S105).

[0167] In the special drawing and special power processing (S105), as shown in FIG. 22, first, status confirmation processing (S1051) is performed. In the status confirmation processing (S1051), the current status is confirmed. There are six types of statuses, namely status 1 to status 6. Each time the CPU of the game control microcomputer 101 changes the status, it overwrites and stores the current status in the status storage area 101c6.

[0168] Status 1 indicates the state where the special drawing is on standby, status 2 indicates the state where the special drawing is in variable display, status 3 indicates the state where the special drawing is being determined, status 4 indicates the state during the jackpot opening, status 5 indicates the state during the round game, and status 6 indicates the state during the jackpot ending. In the first embodiment, the case where the small win game is made unexecutable is described. However, when the small win game is made executable, in addition to status 1 to status 6, a status 7 indicating the state during the small win game may be provided.

[0169] When the status confirmation processing (S1051) ends, if status 1 is stored in the status storage area 101c6, standby processing for special drawing (S1052) is performed. If status 2 is stored in the status storage area 101c6, variable display processing for special drawing (S1053) is performed. If status 3 is stored in the status storage area 101c6, determination processing for special drawing (S1054) is performed. If status 4 is stored in the status storage area 101c6, opening processing (S1055) is performed. If status 5 is stored in the status storage area 101c6, during-round processing (S1056) is performed. If status 6 is stored in the status storage area 101c6, ending processing (S1057) is performed.

[0170] In the special figure standby process (S1052) performed when the status is 1, as shown in FIG. 23, first, it is determined whether the standby time has elapsed (S10521). The standby time is the time from the end of the stop time of the previous special figure to the start of the variable display of the next special figure. The elapse of the standby time can also be said to be the establishment of the start condition of the variable display of the special figure. If the standby time has not elapsed (S10521: NO), the special figure standby process ends. If the standby time has elapsed (S10521: YES), the process proceeds to S10522 to perform the jackpot determination process. In the jackpot determination process, based on the random number value related to the special figure reservation stored in the reservation storage area 101c2, jackpot determination, determination of the type of the stop symbol of the special figure, determination of the type of the variation pattern of the special figure, and subtraction of the special figure reservation number are performed. The determination result obtained in the jackpot determination process is stored in the determination result storage area 101c3.

[0171] When the jackpot determination process ends, the process proceeds to S10523 to issue special figure commands (special figure stop symbol command, special figure variation pattern command, and special figure start command) and reservation commands (special figure 1 reservation decrease command or special figure 2 reservation decrease command). The issued special figure commands and reservation commands are temporarily stored in the buffer circuit 105c. When the special figure commands and reservation commands are issued, the process proceeds to S10524 to overwrite the status stored in the status storage area 101c6 with status 2, and the special figure standby process ends.

[0172] In the special figure variable display in - process (S1053) performed in the case of status 2, as shown in FIG. 24, first, it is determined whether or not the variable display time has elapsed (S10531). The variable display time is the time from the start to the end of the variable display of the special figure, and the variable display time varies depending on the type of the variation pattern. If the variable display time has not elapsed (S10531: NO), the special figure variable display in - process is terminated. If the variable display time has elapsed (S10531: YES), the process proceeds to S10532, and a special figure command (special figure confirmation command) is issued. The issued special figure command is temporarily stored in the buffer circuit 105c. When the special figure command is issued, the process proceeds to S10533, the status stored in the status storage area 101c6 is overwritten with status 3, and the special figure variable display in - process is terminated.

[0173] In the special figure confirmation in - process (S1054) performed in the case of status 3, as shown in FIG. 25, first, it is determined whether or not the stop time has elapsed (S10541). The stop time is the time from the start to the end of the stop display of the special figure (for example, 500 ms). If the stop time has not elapsed (S10541: NO), the special figure confirmation in - process is terminated. If the stop time has elapsed (S10541: YES), the process proceeds to S10542, and it is determined whether or not the end condition of the time - shortening state is satisfied. In the first embodiment, as the stop symbols indicating "big win", there are "big win Wα symbol" and "big win Xα symbol". In the "high - probability high - base game state" after the "big win game Wα" when the "big win Wα symbol" is stopped, and in the "low - probability high - base game state" after the "big win game Xα" when the "big win Xα symbol" is stopped, in both cases, it is explained that the time - shortening state ends when the variable display of the special figure is performed 100 times. However, the upper limit number of times in the "high - probability high - base game state" and the upper limit number of times in the "low - probability high - base game state" may be different from each other. Since the time - shortening state is set only in the "high - probability high - base game state" and the "low - probability high - base game state" as described above, in other game states, it is always determined that the end condition of the time - shortening state is not satisfied.

[0174] If it is determined at S10542 that the end condition of the time shortening state is not satisfied (S10542: NO), the process proceeds to S10543, and it is determined whether the type of the stop symbol of the special drawing stored in the determination result storage area 101c3 is a stop symbol indicating "big win".

[0175] If it is determined at S10543 that the stop symbol indicates "big win" (S10543: YES), the process proceeds to S10544, and a big win game command (OP command) is issued. The issued big win game command is temporarily stored in the buffer circuit 105c. Although details will be described later, based on this big win game command (OP command), a "right hit confirmation effect" is performed. When the big win game command is issued, the process proceeds to S10545, the information of the high probability flag 101c4 and the time shortening flag 101c5 is cleared to "0", the process proceeds to S10546, the status stored in the status storage area 101c6 is overwritten with status 4, and the special drawing determination in-progress process ends.

[0176] Also, if it is determined at S10543 that the stop symbol does not indicate "big win" (S10543: NO), the process proceeds to S10547, the status stored in the status storage area 101c6 is overwritten with status 1, and the special drawing determination in-progress process ends.

[0177] On the other hand, when it is determined that the end condition of the time-saving state is satisfied in S10542 (S10542: YES), the process proceeds to S10548, and a game state command (left hitting command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. Although details will be described later, based on this game state command, a "left hitting confirmation effect" is performed. When the game state command is issued, the process proceeds to S10549, where the information of the high probability flag 101c4 and the time-saving flag 101c5 is cleared to "0", and the process proceeds to (returns to) S10543. Therefore, when a "big win" is determined in the big win determination related to the variable display of the special figure at the upper limit number of times in the "high probability high base game state" or "low probability high base game state", the OP command is issued after the left hitting command is issued. Note that whether the process of S10549 is executed or not is used in the right hitting state LED process described later.

[0178] In the opening process (S1055) performed in the case of status 4, as shown in FIG. 26, first, it is determined whether the big win OP time has elapsed (S10551). The big win OP time is the time from the end of the stop time of the special figure to the start of the first round game (for example, 10000 ms). If the big win OP time has not elapsed (S10551: NO), the opening process ends. If the big win OP time has elapsed (S10551: YES), the process proceeds to S10552, and a big win game command (round command) is issued. The issued big win game command is temporarily stored in the buffer circuit 105c. In the first embodiment, the round command is issued only at the start of the first round game, but the round command may be issued at the start of all round games.

[0179] When a jackpot game command is issued at S10552, the process proceeds to S10553, where operation data for the first major winning opening 14 or operation data for the second major winning opening 15 is created. For example, in the case where the round games in which the first major winning opening 14 opens are performed only 10 times, the operation data includes data regarding the opening time of the first major winning opening 14 that opens in each round game and data regarding the closing time of the first major winning opening 14 that closes during each round interval. The created operation data is stored in the operation data storage area 101c8. In the first embodiment, the operation data for all round games is created at the start of the first round game, but it may be possible to create only the operation data for that round game at the start of each round game.

[0180] When operation data is created at S10553, the process proceeds to S10554, where the status stored in the status storage area 101c6 is overwritten with status 5, and the in-opening process is terminated.

[0181] In the in-round process (S1056) performed in the case of status 5, as shown in FIG. 27, first, it is determined whether or not the last round game has ended (S10561). If the last round game has not ended (S10561: NO), the in-round process is terminated. If the last round game has ended (S10561: YES), the process proceeds to S10562, where a jackpot game command (ED command) is issued. The issued jackpot game command is temporarily stored in the buffer circuit 105c. When the jackpot game command is issued, the process proceeds to S10563, where the status stored in the status storage area 101c6 is overwritten with status 6, and the in-round process is terminated.

[0182] In the ending process (S1057) performed in the case of status 6, as shown in FIG. 28, first, it is determined whether or not the jackpot ED time has elapsed. The jackpot ED time is the time from the end of the last round game until the end of the jackpot game state (for example, 10,000 ms). If the jackpot ED time has not elapsed (S10571: NO), the ending process is terminated. If the jackpot ED time has elapsed (S10571: YES), the process proceeds to S10572, where the information of the high probability flag 101c4 and the time shortening flag 101c5 is updated. Then, the process proceeds to S10573, where the status stored in the status storage area 101c6 is overwritten with status 1, and the ending process is terminated. In S10572, if the type of the stopped symbol of the special symbol stored in the determination result storage area 101c3 is the "jackpot Wα symbol", the high probability flag 101c4 is updated to "1" and the time shortening flag 101c5 is updated to "1". On the other hand, if the type of the stopped symbol of the special symbol stored in the determination result storage area 101c3 is the "jackpot Xα symbol", the high probability flag 101c4 is updated to "0" and the time shortening flag 101c5 is updated to "1". Therefore, in the former case, the game state switches from the "jackpot game state" to the "high probability high base game state", and in the latter case, the game state switches from the "jackpot game state" to the "low probability high base game state".

[0183] Next, the details of the display process (S106) will be specifically described with reference to FIGS. 29 to 32. When the CPU of the game control microcomputer 101 finishes the special symbol / special electric process (S105), it reads out the processing program from the ROM of the game control microcomputer 101 and performs the display process (S106).

[0184] In the display process (S106), as shown in FIG. 29, first, a game state LED process (S1061) is performed. In the game state LED process (S1061), display data for the game state LED 8g is created based on the information stored in the high-probability flag 101c4 and the time-saving flag 101c5. The types of the display data for the game state LED 8g include low-probability low-base display data corresponding to both the high-probability flag 101c4 and the time-saving flag 101c5 storing "0", low-probability high-base display data corresponding to the high-probability flag 101c4 storing "0" and the time-saving flag 101c5 storing "1", and high-probability high-base display data corresponding to the high-probability flag 101c4 storing "1" and the time-saving flag 101c5 storing "1", a total of three types. The created display data is stored in the display data storage area 101c7.

[0185] When the game state LED process (S1061) ends, a general drawing hold LED process (S1062) is performed. In the general drawing hold LED process (S1062), based on the number of random values related to the general drawing hold stored in the hold storage area 101c2, display data for the general drawing hold LED 8f for notifying the number of general drawing holds is created. The types of the display data for the general drawing hold LED 8f include general drawing hold 0 display data corresponding to the number of random values related to the general drawing hold stored in the hold storage area 101c2 being "0", general drawing hold 1 display data corresponding to the number of random values related to the general drawing hold stored in the hold storage area 101c2 being "1", general drawing hold 2 display data corresponding to the number of random values related to the general drawing hold stored in the hold storage area 101c2 being "2", general drawing hold 3 display data corresponding to the number of random values related to the general drawing hold stored in the hold storage area 101c2 being "3", and general drawing hold 4 display data corresponding to the number of random values related to the general drawing hold stored in the hold storage area 101c2 being "4", a total of five types. The created display data is stored in the display data storage area 101c7.

[0186] When the general drawing hold LED process (S1062) ends, the special drawing 1 hold LED process (S1063) is performed. In the special drawing 1 hold LED process (S1063), based on the number of random values related to the special drawing 1 hold stored in the hold memory area 101c2, the display data of the special drawing 1 hold LED 8d for notifying the special drawing 1 hold number is created. The types of the display data of the special drawing 1 hold LED 8d include the special drawing 1 hold 0 display data corresponding to the number of random values related to the special drawing 1 hold stored in the hold memory area 101c2 being "0", the special drawing 1 hold 1 display data corresponding to the number of random values related to the special drawing 1 hold stored in the hold memory area 101c2 being "1", the special drawing 1 hold 2 display data corresponding to the number of random values related to the special drawing 1 hold stored in the hold memory area 101c2 being "2", the special drawing 1 hold 3 display data corresponding to the number of random values related to the special drawing 1 hold stored in the hold memory area 101c2 being "3", and the special drawing 1 hold 4 display data corresponding to the number of random values related to the special drawing 1 hold stored in the hold memory area 101c2 being "4", a total of 5 types. The created display data is stored in the display data storage area 101c7.

[0187] When the special drawing 1 hold LED process (S1063) ends, the special drawing 2 hold LED process (S1064) is performed. In the special drawing 2 hold LED process (S1064), based on the number of random values related to the special drawing 2 hold stored in the hold memory area 101c2, the display data of the special drawing 2 hold LED 8e for notifying the special drawing 2 hold number is created. The types of the display data of the special drawing 2 hold LED 8e include the special drawing 2 hold 0 display data corresponding to the number of random values related to the special drawing 2 hold stored in the hold memory area 101c2 being "0", the special drawing 2 hold 1 display data corresponding to the number of random values related to the special drawing 2 hold stored in the hold memory area 101c2 being "1", the special drawing 2 hold 2 display data corresponding to the number of random values related to the special drawing 2 hold stored in the hold memory area 101c2 being "2", the special drawing 2 hold 3 display data corresponding to the number of random values related to the special drawing 2 hold stored in the hold memory area 101c2 being "3", and the special drawing 2 hold 4 display data corresponding to the number of random values related to the special drawing 2 hold stored in the hold memory area 101c2 being "4", a total of 5 types. The created display data is stored in the display data storage area 101c7.

[0188] When the special figure 2 LED process (S1064) ends, the general figure LED process (S1065) is performed. In the general figure LED process (S1065), based on the hit determination result stored in the determination result storage area 101c3, display data for the general figure variable display / stop display of the general figure LED 8c is created. The types of the display data of the general figure LED 8c include two types: hit display data corresponding to the hit determination result of "hit win", and miss display data corresponding to the hit determination result of "miss". The created display data is stored in the display data storage area 101c7.

[0189] When the general figure LED process (S1065) ends, the special figure 1 LED process (S1066) is performed. In the special figure 1 LED process (S1066), based on the jackpot determination result stored in the determination result storage area 101c3 and the type of the stop symbol of the special figure 1, display data for the special figure 1 variable display / stop display of the special figure 1 LED 8a is created. The types of the display data of the special figure 1 LED 8a include three types: jackpot Wα display data corresponding to the jackpot determination result of "jackpot win" and the stop symbol of the special figure 1 corresponding to "jackpot Wα symbol", jackpot Xα display data corresponding to the jackpot determination result of "jackpot win" and the stop symbol of the special figure 1 corresponding to "jackpot Xα symbol", and miss display data corresponding to the jackpot determination result of "miss". The created display data is stored in the display data storage area 101c7.

[0190] When the LED process of Special Figure 1 (S1066) ends, the LED process of Special Figure 2 (S1067) is performed. In the LED process of Special Figure 2 (S1067), display data for the variable display / stop display of Special Figure 2's LED 8b is created based on the jackpot determination result stored in the jackpot determination result storage area 101c3 and the type of the stop symbol of Special Figure 2. There are three types of the display data of Special Figure 2's LED 8b: jackpot Wα display data corresponding to the jackpot determination result being "jackpot win" and the stop symbol of Special Figure 2 being the "jackpot Wα symbol", jackpot Xα display data corresponding to the jackpot determination result being "jackpot win" and the stop symbol of Special Figure 2 being the "jackpot Xα symbol", and loss display data corresponding to the jackpot determination result being "loss". The created display data is stored in the display data storage area 101c7.

[0191] When the LED process of Special Figure 2 (S1067) ends, the right-handed state LED process (S1068) is performed. In the right-handed state LED process (S1068), as shown in FIG. 30, first, the status change destination confirmation process (S10681) is performed. In the status change destination confirmation process (S10681), it is confirmed whether the status has been changed to either status 4 or status 1 in the special figure determination in progress process (S1054).

[0192] When the status change destination confirmation process (S10681) ends, if the status has been changed to status 4, the process for status 4 (S10682) is performed, and if the status has been changed to status 1, the process for status 1 (S10683) is performed.

[0193] In the status 4 time process (S10682), as shown in FIG. 31, first, it is determined whether or not the stop symbol indicating the "big win" that has been changed to status 4 has stopped and been displayed during non-time shortening, in other words, whether or not it is a big win in the "low probability, low base game state" (also referred to as "first win") (S106821). If it is not the first win (S106821: NO), the process proceeds to S106822, and if it is the first win (S106821: YES), the process proceeds to S106823. When the process proceeds to S106823, a game state command (right strike command) is issued. The issued game state command is temporarily stored in the buffer circuit 105c. Although details will be described later, based on this game state command (right strike command), a "right strike continuous effect" is performed.

[0194] On the other hand, when the process proceeds to S106822, it is determined whether or not the process of S10549 has been executed in the above-mentioned special figure determination in progress process (S1054). If the process of S10549 has not been executed (S106822: NO), the status 4 time process ends, and if the process of S10549 has been executed (S106822: YES), the process proceeds to S106823, and a game state command (right strike command) is issued.

[0195] When a game state command is issued in S106823, the process proceeds to S106824, and it is determined whether or not the right strike state LED 8h is lit. If the right strike state LED 8h is lit (S106824: YES), the status 4 time process ends, and if the right strike state LED 8h is not lit (S106824: NO), the process proceeds to S106825, and display data (lighting start data) of the right strike state LED 8h is created. The created display data is stored in the display data storage area 101c7. When the display data is created, the status 4 time process ends.

[0196] In the status 1-time process (S10683), as shown in FIG. 32, first, it is determined whether the process of S10549 has been executed in the above-described special drawing determination in-process (S1054) (S106831). If the process of S10549 has not been executed (S106831: NO), the status 1-time process ends. If the process of S10549 has been executed (S106831: YES), it proceeds to S106832, and display data (lighting end data) for the right hit state LED8h is created. The created display data is stored in the display data storage area 101c7. When the display data is created, the status 1-time process ends.

[0197] Next, with reference to FIG. 33, the details of the output process (S108) will be specifically described. When the external information process (S107) ends, the CPU of the game control microcomputer 101 reads a processing program from the ROM of the game control microcomputer 101 and performs the output process (S108).

[0198] In the output process (S108), as shown in FIG. 33, first, a display output process (S1081) is performed. In the display output process (S1081), the display data stored in the display data storage area 101c7 is output to the display devices 8 (special drawing 1 LED8a, special drawing 2 LED8b, general drawing LED8c, special drawing 1 reserved LED8d, special drawing 2 reserved LED8e, general drawing reserved LED8f, game state LED8g, right hit state LED8h) via the data bus 106, the output port 105a, and the driver circuit 105b, and lighting control of the display devices 8 is performed.

[0199] When the display output process (S1081) ends, an operation output process (S1082) is performed. In the operation output process (S1082), the operation data stored in the operation data storage area 101c8 is output to the opening and closing solenoids of the second start port 12, the first big winning port 14, and the second big winning port 15 via the data bus 106, the output port 105a, and the driver circuit 105b, and operation control of each opening and closing solenoid is performed.

[0200] Here, the relationship between the output timing of the commands issued by the CPU of the game control microcomputer 101 and the output timing of the display data created by the CPU of the game control microcomputer 101 will be described.

[0201] In the main-side timer interrupt process (S005), both the issuance of commands output to the effect control unit 120 and the creation of display data for the display devices 8 are performed by the CPU of the game control microcomputer 101. The issued commands are temporarily stored in the buffer circuit 105c, while the created display data is stored in the display data storage area 101c7.

[0202] For example, in the right hit state LED process (S1068) of the display process (S106), the issuance of the right hit command and the creation of the display data (lighting start data) for the right hit state LED 8h are performed within the same process (see FIG. 31). The right hit command is output to the buffer circuit 105c, while the display data (lighting start data) for the right hit state LED 8h is stored in the display data storage area 101c7.

[0203] Also, in the process of determining the special figure (S1054), the left hit command is issued (see FIG. 25), and then in the right hit state LED process (S1068) of the subsequent display process (S106), the creation of the display data (lighting end data) for the right hit state LED 8h is performed (see FIG. 32). The left hit command is output to the buffer circuit 105c, while the display data (lighting end data) for the right hit state LED 8h is stored in the display data storage area 101c7.

[0204] As described above, the command output to the buffer circuit 105c is immediately output to the effect control unit 120 via the buffer circuit 105c, regardless of the main-side timer interrupt process (S005). On the other hand, the display data stored in the display data storage area 101c7 is not output during the display process (S106), but is output in the subsequent output process (S108), and the right-handed state LED 8h is lit. That is, it can be said that the right-handed command is output to the effect control unit 120 before the right-handed state LED 8h is lit, and it can be said that the left-handed command is output to the effect control unit 120 before the right-handed state LED 8h is turned off.

[0205] Next, the processes executable by the CPU of the effect control microcomputer 121 will be described. First, the sub-control main process will be specifically described with reference to FIG. 34. When the power of the pachinko game machine PY1 is turned on, the CPU of the effect control microcomputer 121 reads a processing program from the ROM of the effect control microcomputer 121 and performs the sub-control main process.

[0206] In the sub-control main process, as shown in FIG. 34, first, the power-on process (S011) is performed. In the power-on process (S011), permission settings for accessing the RAM of the effect control microcomputer 121, settings for the CPU of the effect control microcomputer 121, settings for the period of the timer interrupt signal, etc. are performed.

[0207] When the power-on process (S011) ends, interrupts are prohibited (S012), and the random number update process (S013) is performed. In the random number update process (S013), random number values (random numbers for determining various effects, random numbers for determining variable effect patterns, random numbers for determining pre-warning effects, etc.) for determining various effects are updated.

[0208] When the random number update process (S013) ends, interrupts are permitted (S014). While interrupts are permitted, the reception interrupt process (S015) and the 10 ms timer interrupt process (S016) can be executed.

[0209] In the reception interrupt process (S015), when a strobe signal is input, the command output from the main control unit 100 is stored in the RAM of the production control microcomputer 121. This reception interrupt process (S015) is executed with higher priority than the 10 ms timer interrupt process (S016). When a strobe signal is input while in the interrupt prohibited state, the reception interrupt process (S015) is not started immediately and is started after interrupt permission (S014).

[0210] The 10 ms timer interrupt process (S016) is executed based on a timer interrupt signal that occurs at a 10 ms cycle. That is, the 10 ms timer interrupt process (S016) is executed at a 10 ms cycle. Then, after the reception interrupt process (S015) or the 10 ms timer interrupt process (S016) ends and before the next reception interrupt process (S015) or 10 ms timer interrupt process (S016) starts, the update of the random number value by the random number update process (S013) is repeatedly performed. When a timer interrupt signal is input while in the interrupt prohibited state, the 10 ms timer interrupt process (S016) is not started immediately and is started after interrupt permission (S014).

[0211] Next, with reference to FIG. 35, the 10 ms timer interrupt process (S016) will be specifically described. When a timer interrupt signal is input while interrupts are permitted, the CPU of the production control microcomputer 121 reads a processing program from the ROM of the production control microcomputer 121 and performs the 10 ms timer interrupt process (S016).

[0212] In the 10 ms timer interrupt process (S016), as shown in FIG. 35, first, a received command analysis process (S201) is performed. In the received command analysis process (S201), the type of the command stored in the RAM of the production control microcomputer 121 is analyzed. Details of the received command analysis process will be described later.

[0213] When the reception command analysis process (S201) ends, a switch process (S202) is performed. In the switch process (S202), operation information of the normal button 40 and the special button 41 is acquired, and a process related to operation effects is performed.

[0214] When the switch process (S202) ends, a lamp process (S203) is performed. In the lamp process (S203), a process related to lamp effects for lighting / flashing the frame lamp 53 and the panel lamp 54 (including the right-handed lamp 54a) is performed.

[0215] When the lamp process (S203) ends, a voice process (S204) is performed. In the voice process (S204), a process related to voice effects for outputting voice from the speaker 52 is performed.

[0216] Next, with reference to FIG. 36, the details of the reception command analysis process (S201) will be specifically described.

[0217] In the reception command analysis process (S201), as shown in FIG. 36, first, it is determined whether a command is stored in the RAM of the effect control microcomputer 121 (S2011). If the command is not stored (S2011: NO), the reception command analysis process (S201) ends. If the command is stored (S2011: YES), a process corresponding to the type of the command is performed.

[0218] If the command stored in the RAM of the effect control microcomputer 121 is a winning command, a winning-time effect process (S2012) is performed. In the winning-time effect process (S2012), a process for displaying an effect image suggesting that the game ball has won in various winning devices on the display unit 50a of the image display device 50 is performed.

[0219] Also, if the command stored in the RAM of the effect control microcomputer 121 is a special figure command, a special figure effect process (S2013) is performed. In the special figure effect process (S2013), a process for displaying an effect image (effect symbols EZ1, EZ2, EZ3, etc.) suggesting the result of the big win determination on the display unit 50a of the image display device 50 is performed.

[0220] Also, when the command stored in the RAM of the effect control microcomputer 121 is a general drawing command, general drawing effect processing (S2014) is performed. In the general drawing effect processing (S2014), processing is performed to display an effect image suggesting the result of the hit determination on the display unit 50a of the image display device 50.

[0221] Also, when the command stored in the RAM of the effect control microcomputer 121 is a pending command, pending effect processing (S2015) is performed. In the pending effect processing (S2015), processing is performed to display an effect image suggesting the number of general drawing pendings, the number of special drawing 1 pendings, or the number of special drawing 2 pendings on the display unit 50a of the image display device 50.

[0222] Also, when the command stored in the RAM of the effect control microcomputer 121 is a big hit game command, big hit effect processing (S2016) is performed. In the big hit effect processing (S2016), processing is performed to display an effect suggesting that a big hit game is being played on the display unit 50a of the image display device 50. Note that when an OP command as a big hit game command is stored in the RAM of the effect control microcomputer 121, a "right hit confirmation effect" described later is performed.

[0223] Also, when the command stored in the RAM of the effect control microcomputer 121 is an auxiliary game command, auxiliary game effect processing (S2017) is performed. In the auxiliary game effect processing (S2017), processing is performed to display an effect suggesting that an auxiliary game is being played on the display unit 50a of the image display device 50.

[0224] Also, when the command stored in the RAM of the effect control microcomputer 121 is a game state command, game state effect processing (S2018) is performed. In the game state effect processing (S2018), processing is performed to display an effect suggesting the current game state on the display unit 50a of the image display device 50. Note that if a right hitting command is stored as a game state command in the RAM of the effect control microcomputer 121, a "right hitting continuous effect" described later is performed, and if a left hitting command is stored, a "left hitting confirmation effect" described later is performed.

[0225] Next, with reference to FIGS. 37 to 40, the effects that can be executed by the effect control unit 120 when the main control unit 100 sets a right hitting state ("big win game state", "low probability high base game state", and "high probability high base game state") will be described. When the right hitting state is set, the effect control unit 120 can execute the following effects.

[0226] A. Right hitting continuous effect The "right hitting continuous effect" is an effect performed in response to input of a right hitting command output from the main control unit 100, and is an effect in which the right hitting lamp 54a is lit and the right arrow image G120 is displayed. Since the "right hitting continuous effect" is continuously performed from the start to the end of the right hitting state, it functions as an effect suggesting that the right hitting state is in progress.

[0227] B. Opening effect The "opening effect" is an effect performed in response to input of an OP command output from the main control unit 100, and is an effect in which the opening image G107 is displayed. Since the "opening effect" is performed at the start of a big win game, it functions as an effect suggesting that the big win game starts.

[0228] C. Right hitting confirmation effect The "right hit confirmation effect" is an effect included in the "opening effect", and is an effect in which an image suggesting the opening of the first big winning opening 14 or the second big winning opening 15 is displayed. Since the "right hit confirmation effect" is performed when the first big winning opening 14 or the second big winning opening 15 is opened, it functions as an effect to encourage the launch of a game ball towards the first big winning opening 14 or the second big winning opening 15.

[0229] C-1. Arrow effect The "arrow effect" is a type of the "right hit confirmation effect", and is an effect performed in the "opening effect" of a jackpot (also referred to as "first win") in the "low probability low base game state", and is an effect in which a right large arrow image G121 larger than the right arrow image G120 is displayed.

[0230] C-2. Aim effect The "aim effect" is a type of the "right hit confirmation effect", and is an effect performed in the "opening effect" of a jackpot (also referred to as "continuous win jackpot") in the "low probability high base game state" or the "high probability high base game state", and is an effect in which a character image G122 instructing to aim at the first big winning opening 14 or the second big winning opening 15 is displayed.

[0231] D. Left hit confirmation effect The "left hit confirmation effect" is an effect performed in response to input of a left hit command output from the main control unit 100, and is an effect in which a left arrow image G123 is displayed. Since the "left hit confirmation effect" is performed at the end of the short time state in which a game ball easily wins in the second start opening 12, it functions as an effect to encourage the launch of a game ball towards the first start opening 11. Also, since the "left hit confirmation effect" is performed in response to the end of the "right hit continuation effect", it also functions as an effect suggesting the end of the right hit state.

[0232] Next, the "opening effect" will be specifically described with reference to FIG. 37. When the effect control unit 120 inputs an OP command output from the main control unit 100, it executes the "opening effect".

[0233] Figs. 37(A) to 37(B) are diagrams showing how the "opening effect" is performed. When a jackpot is determined in the jackpot determination, as shown in Fig. 37(A), on the display unit 50a of the image display device 50, the effect symbols EZ1, EZ2, and EZ3 stop and are displayed in a manner indicating a jackpot (here, the triple "5·5·5"). At this time, behind the effect symbols EZ1, EZ2, and EZ3, the normal background image G102 representing the normal effect mode is displayed. Then, when an OP command is input, the "opening effect" is performed.

[0234] In the "opening effect", as shown in Fig. 37(B), the effect symbols EZ1, EZ2, and EZ3 and the normal background image G102 are erased, a voice "bonus" is output from the speaker 52, and an opening image G107 is displayed at the center of the display unit 50a of the image display device 50. The opening image G107 consists of an image of the characters "BONUS". Then, prior to the start of the first round of the game, a "right hit confirmation effect" is performed, but the details of the "right hit confirmation effect" will be described later.

[0235] Next, with reference to Fig. 38, the "right hit continuation effect" will be specifically described. When the effect control unit 120 receives the right hit command output from the main control unit 100, it executes the "right hit continuation effect".

[0236] Figs. 38(A) to 38(F) are diagrams showing how the "right hit continuation effect" is performed. As shown in Fig. 38(A), on the display unit 50a of the image display device 50, the effect symbols EZ1, EZ2, and EZ3 stop and are displayed in a manner indicating a jackpot (here, the triple "5·5·5"). When an OP command is input, the "opening effect" is performed.

[0237] In the "opening effect", as shown in Fig. 38(B), on the display unit 50a of the image display device 50, the opening image G107 is displayed instead of the effect symbols EZ1, EZ2, and EZ3 and the normal background image G102. Then, when a right hit command is input, the "right hit continuation effect" is performed.

[0238] In the "right - hitting continuous effect", as shown in FIG. 38(C), when the right - hitting lamp 54a is lit, a right - arrow image G120 is displayed at the upper - right part of the display unit 50a of the image display device 50. In this way, by making the lighting of the right - hitting lamp 54a and the display of the right - arrow image G120 be started by a right - hitting command input after the OP command, it is possible to prevent the lighting of the right - hitting lamp 54a and the display of the right - arrow image G120 from starting before the "opening effect" starts.

[0239] The right - arrow image G120 is composed of a first image of the character "right" and a second image representing a "right - facing arrow". The first image is a still image fixedly displayed at the upper - right part of the display unit 50a of the image display device 50, and the second image is a moving image that repeatedly moves from left to right above the first image. In the first embodiment, the right - arrow image G120 is set such that no sound is output from the speaker 52 when the "right - hitting continuous effect" starts, but a predetermined sound may be output.

[0240] And even in the jackpot gaming state, as shown in FIG. 38(D), the lighting of the right - hitting lamp 54a and the display of the right - arrow image G120 are continuously performed. Also, even in the time - shortening state (either the "high - probability high - base gaming state" or the "low - probability high - base gaming state") after the end of the jackpot gaming state, as shown in FIG. 38(E), the lighting of the right - hitting lamp 54a and the display of the right - arrow image G120 are continuously performed. In the example shown in FIG. 38(E), a probability - variable background image G103 is displayed on the display unit 50a of the image display device 50. Note that when a consecutive - win jackpot occurs in the time - shortening state, and also in the jackpot gaming state where a consecutive - win jackpot occurs, the lighting of the right - hitting lamp 54a and the display of the right - arrow image G120 are continuously performed. In the first embodiment, neither the lighting of the right - hitting lamp 54a nor the display of the right - arrow image G120 is erased until the "right - hitting continuous effect" ends, but the display of the right - arrow image G120 may be temporarily erased.

[0241] Then, when the 100th variable display of the special figure, which marks the end of the time-saving state, is completed and a left strike command is input, as shown in FIG. 38(F), the right strike lamp 54a turns off, the right arrow image G120 is erased, and the "right strike continuous effect" ends. In the example shown in FIG. 38(F), the sure-change background image G103 switches to the normal background image G102, and the winning pattern display symbols EZ1, EZ2, and EZ3 stop being displayed in a losing mode (here, the "scattered state of '1·2·3'") on the display unit 50a of the image display device 50.

[0242] Next, with reference to FIG. 39, the "left strike confirmation effect" will be specifically described. When the effect control unit 120 receives the left strike command output from the main control unit 100, it executes the "left strike confirmation effect".

[0243] FIGS. 39(A) to 39(B) are diagrams showing how the "left strike confirmation effect" is performed. In the time-saving state, as shown in FIG. 39(A), the right strike lamp 54a is lit and the right arrow image G120 is displayed. Then, when the 100th variable display of the special figure, which marks the end of the time-saving state, is completed and a left strike command is input, the "right strike continuous effect" ends and the "left strike confirmation effect" is performed.

[0244] In the "left strike confirmation effect", in response to the turning off of the right strike lamp 54a and the erasure of the right arrow image G120 due to the end of the "right strike continuous effect", as shown in FIG. 39(B), a voice "Please return to the left" is output from the speaker 52, and a left arrow image G123 is displayed in the upper left part of the display unit 50a of the image display device 50.

[0245] The left arrow image G123 consists of a third image of the character "left" and a fourth image representing a "left-facing arrow". The third image is a still image fixedly displayed in the upper left part of the display unit 50a of the image display device 50, and the fourth image is a moving image that repeatedly moves from right to left above the third image.

[0246] After a predetermined time (e.g., 3 seconds) has elapsed, the left arrow image G123 is erased and the "left hit confirmation effect" ends. In the first embodiment, the "left hit confirmation effect" ends when a predetermined time has elapsed. However, the "left hit confirmation effect" may end when a game ball wins a prize in the first start port 11.

[0247] Note that when the 100th variable display of the special figure, which will end the time shortening state, is due to a "big win", even if a left hit command is input, although the "right hit continuation effect" ends, the "left hit confirmation effect" is not performed, and the "right hit continuation effect" resumes by the right hit command input immediately thereafter.

[0248] Next, with reference to FIG. 40, the "right hit confirmation effect" will be specifically described. When the effect control unit 120 inputs the OP command output from the main control unit 100, it executes the "opening effect" and also executes the "right hit confirmation effect" in the "opening effect". The "right hit confirmation effect" includes an "arrow effect" performed at the first hit and a "take aim effect" performed at consecutive wins.

[0249] FIGS. 40(A) to 40(C) are diagrams showing how the "arrow effect" is performed and how the "take aim effect" is performed.

[0250] When the "opening effect" is performed, as shown in FIG. 40(A), the opening image G107 is displayed on the display unit 50a of the image display device 50. Then, when a predetermined time (e.g., 5 seconds) has elapsed since the start of the display of the opening image G107, the "arrow effect" is performed for the first hit, and the "take aim effect" is performed for consecutive wins.

[0251] In the "Arrow Display", as shown in FIG. 40(B), a voice "Right Strike" is output from the speaker 52, and a large right arrow image G121 is displayed on the right part of the display unit 50a of the image display device 50. The large right arrow image G121 is composed of an image representing a "right arrow" and is larger than the right arrow image G120. Then, when a predetermined time (for example, 3 seconds) has elapsed since the display of the large right arrow image G121, the large right arrow image G121 is erased and the "Arrow Display" ends.

[0252] On the other hand, in the "Aim Display", as shown in FIG. 40(C), a voice "Aim at the Attacker" is output from the speaker 52, and a character image G122 of "Aim at the Attacker" is displayed on the right part of the display unit 50a of the image display device 50. The character image G122 is an image of a text instructing to aim at the first big winning port 14 or the second big winning port 15. Then, when a predetermined time (for example, 3 seconds) has elapsed since the display of the character image G122, the character image G122 is erased and the "Aim Display" ends.

[0253] Here, with reference to FIG. 41, the display timings of the right strike state LED8h, the right strike lamp 54a, the right arrow image G120, the large right arrow image G121, the character image G122, and the left arrow image G123 will be described.

[0254] FIG. 41 is a diagram showing the flow from the first hit through consecutive wins until the end of the time limit state. When executing the first hit, the main control unit 100 issues an OP command at the timing of t01 and outputs the OP command to the effect control unit 120 at the timing of t02. Thereafter, a right strike command is issued at the timing of t03 and the right strike command is output to the effect control unit 120 at the timing of t04. Then, the right strike state LED8h is turned on at the timing of t05 (refer to the output process (S108) of the main side timer interrupt process (S005)).

[0255] On the one hand, when the performance control unit 120 receives the right strike command output from the main control unit 100 at the timing of t04, at the timing of t06, it displays the right arrow image G120 and turns on the right strike lamp 54a (refer to the game state performance process (S2018) and the lamp process (S203) of the 10ms timer interrupt process (S016)). Then, at the timing of t07 after a predetermined time has elapsed since the input of the OP command, it displays the large right arrow image G121. The display of the right arrow image G120 and the lighting of the right strike lamp 54a continue until the time shortening state ends, but the display of the large right arrow image G121 ends at the timing of t08.

[0256] Also, when executing per continuous jackpot, the main control unit 100 issues an OP command at the timing of t09 and outputs the OP command to the performance control unit 120 at the timing of t10.

[0257] On the one hand, the performance control unit 120 displays the character image G122 at the timing of t11 after a predetermined time has elapsed since the input of the OP command. The display of the character image G122 ends at the timing of t12.

[0258] Also, when the time shortening state ends (the variable display of 100 special patterns ends), the main control unit 100 issues a left strike command at the timing of t13 and outputs the left strike command to the performance control unit 120 at the timing of t14. Then, at the timing of t15, it turns off the right strike state LED8h (refer to the output process (S108) of the main side timer interrupt process (S005)).

[0259] On the other hand, when the performance control unit 120 inputs the left strike command output from the main control unit 100 at the timing of t14, at the timing of t16, it erases the right arrow image G120 and turns off the right strike lamp 54a (refer to the game state performance process (S2018) and the lamp process (S203) of the 10 ms timer interrupt process (S016)). Also, when the left strike command is input, the left arrow image G123 is displayed at the timing of t16. The display of the left arrow image G123 ends at the timing of t17. When the big hit determination related to the variable display of the special figure for which the main control unit 100 has issued the left strike command is a "big hit win", the right arrow image G120 is erased and the right strike lamp 54a is turned off, but the left arrow image G123 is not displayed.

[0260] In this way, by the main control unit 100 outputting the right strike command for the performance control unit 120 to turn on the right strike lamp 54a and display the right arrow image G120 before turning on the right strike state LED 8h, the deviation between the lighting timing of the right strike state LED 8h and the lighting timing of the right strike lamp 54a and the display timing of the right arrow image G120 can be reduced.

[0261] Also, by the main control unit 100 outputting the left strike command for the performance control unit 120 to turn off the right strike lamp 54a and erase the right arrow image G120 before turning off the right strike state LED 8h, the deviation between the turning-off timing of the right strike state LED 8h and the turning-off timing of the right strike lamp 54a and the erasing timing of the right arrow image G120 is reduced, and the deviation between the turning-off timing of the right strike state LED 8h and the display timing of the left arrow image G123 can also be reduced.

[0262] <Consideration of the First Embodiment> Next, we will consider the pachinko gaming machine PY1 described in the first embodiment. First, we will consider the relationship between the timing of issuing the left hitting command and the timing of issuing the right hitting command by the main control unit 100. When a jackpot is won in the jackpot determination related to the variable display of the special figure at the 100th time, which is the upper limit number of times in the time-saving state, the left hitting command is issued in the ongoing process (S1054) within the special figure and special power supply process (S105) (see Fig. 25), and the right hitting command is issued in the right hitting state LED process (S1068) within the display process (S106) (see Fig. 31). Then, in the main side timer interrupt process (S005), the special figure and special power supply process (S105) is performed before the display process (S106) (see Fig. 21). That is, when a jackpot is won in the jackpot determination related to the variable display of the special figure at the 100th time, which is the upper limit number of times in the time-saving state, it can be said that the left hitting command and the right hitting command are output to the effect control unit 120 in the order of left hitting command → right hitting command within the same main side timer interrupt process (S005).

[0263] Next, we will consider the relationship between the timing of issuing the OP command and the timing of issuing the right hitting command by the main control unit 100. When the stopped symbols of the special figure at the time of winning a jackpot stop and are displayed, the OP command is issued in the ongoing process (S1054) within the special figure and special power supply process (S105) (see Fig. 25), and the right hitting command is issued in the right hitting state LED process (S1068) within the display process (S106) (see Fig. 31). Then, in the main side timer interrupt process (S005), the special figure and special power supply process (S105) is performed before the display process (S106) (see Fig. 21). That is, when a jackpot is won in the jackpot determination, it can be said that the OP command and the right hitting command are output to the effect control unit 120 in the order of OP command → right hitting command within the same main side timer interrupt process (S005).

[0264] Next, consider the differences between the lighting of the right-turn lamp 54a and the display of the right-arrow image G120, the display of the large right-arrow image G121, and the display of the character image G122. Since the right-turn lamp 54a, the right-arrow image G120, the large right-arrow image G121, and the character image G122 are all lit or displayed when in the right-turn state, it can be said that they are effects that encourage the launch of the game ball toward the right side of the game area 6. When the main control unit 100 issues / outputs a right-turn command, the lighting of the right-turn state LED 8h is started. When the effect control unit 120 inputs a right-turn command, the lighting of the right-turn lamp 54a and the display of the right-arrow image G120 are started. Also, when the main control unit 100 issues / outputs a left-turn command, the right-turn state LED 8h is turned off. When the effect control unit 120 inputs a left-turn command, the right-turn lamp 54a is turned off and the right-arrow image G120 is not displayed (see FIG. 41). That is, it can be said that the lighting / extinguishing of the right-turn lamp 54a and the display / non-display of the right-arrow image G120 are linked to the lighting / extinguishing of the right-turn state LED 8h. On the other hand, the display of the large right-arrow image G121 and the display of the character image G122 are performed during the "opening effect" that is carried out by the input of the OP command to the effect control unit 120, so they cannot be said to be linked to the lighting / extinguishing of the right-turn state LED 8h.

[0265] <Effects of the First Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the first embodiment will be described.

[0266] (1) When the main control unit 100 performs the display on the display devices 8, before starting the display on the display devices 8, the effect command related to the display on the display devices 8 is output to the effect control unit 120. Therefore, it is possible to prevent as much as possible the deviation between the display timing of the display devices 8 by the main control unit 100 and the effect start timing by the effect control unit 120, and the player can play the game with confidence.

[0267] (2) When the main control unit 100 turns on the right hitting state LED 8h, before starting to turn on the right hitting state LED 8h, a right hitting command related to the lighting of the right hitting lamp 54a and the display of the right arrow image G120 is output to the effect control unit 120. Therefore, it is possible to prevent as much as possible the deviation between the lighting timing of the right hitting state LED 8h by the main control unit 100 and the lighting timing of the right hitting lamp 54a and the display timing of the right arrow image G120 by the effect control unit 120, and it becomes possible for the player to play the game with confidence.

[0268] (3) When the main control unit 100 turns off the right hitting state LED 8h due to the end of the right hitting state, a left hitting command is output to the effect control unit 120. Therefore, by the left hitting command, the effect control unit 120 can perform an effect related to the end of the right hitting state, and it becomes possible for the player to play the game with confidence.

[0269] (4) When the main control unit 100 turns off the right hitting state LED 8h due to the end of the right hitting state, a left hitting command related to the turning off of the right hitting lamp 54a and the erasure of the right arrow image G120 is output to the effect control unit 120. Therefore, in accordance with the turning off of the right hitting state LED 8h by the main control unit 100, the effect control unit 120 can turn off the right hitting lamp 54a and erase the right arrow image G120, and it becomes possible for the player to play the game with confidence.

[0270] (5) When the main control unit 100 turns off the right hitting state LED 8h due to the end of the right hitting state, a left hitting command related to the turning off of the right hitting lamp 54a and the erasure of the right arrow image G120 is output to the effect control unit 120. Therefore, it is possible to prevent as much as possible the deviation between the turning off timing of the right hitting state LED 8h by the main control unit 100 and the turning off timing of the right hitting lamp 54a and the erasure timing of the right arrow image G120 by the effect control unit 120, and it becomes possible for the player to play the game with confidence.

[0271] When the main control unit 100 outputs a left turn command related to turning off the right turn lamp 54a and erasing the right arrow image G120 to the effect control unit 120, the effect control unit 120 performs a "left turn confirmation effect" that suggests the end of the right turn state while turning off the right turn lamp 54a and erasing the right arrow image G120. Therefore, the end of the right turn state can be made easily understandable, and the player can play the game with confidence.

[0272] (7) When the main control unit 100 performs the variable display of the special figure for the 100th time, which is the upper limit number of times in the time shortening state, it outputs a left turn command to the effect control unit 120. Therefore, the effect control unit 120 can perform an effect related to reaching the upper limit number of times in the time shortening state by the left turn command, and the player can play the game with confidence.

[0273] (8) When the main control unit 100 performs the variable display of the special figure for the 100th time, which is the upper limit number of times in the time shortening state, regardless of the result of the jackpot determination related to the variable display of the 100th special figure, it outputs a left turn command related to turning off the right turn lamp 54a and erasing the right arrow image G120 to the effect control unit 120. Therefore, the processing performed by the main control unit 100 can be simplified, and the processing load on the main control unit 100 can be reduced.

[0274] (9) When the main control unit 100 outputs a left turn command related to turning off the right turn lamp 54a and erasing the right arrow image G120 to the effect control unit 120 by performing the variable display of the special figure for the 100th time, which is the upper limit number of times in the time shortening state, when the result of the jackpot determination related to the variable display of the 100th special figure is "jackpot win", after the output of the left turn command, it outputs a right turn command related to turning on the right turn lamp 54a and displaying the right arrow image G120 to the effect control unit 120. Therefore, the right turn lamp 54a can be relit and the right arrow image G120 can be redisplayed, and the player can play the game with confidence.

[0275] (10) When the main control unit 100 performs the variable display of the 100th special figure, which is the upper limit number of times in the time-saving state, and outputs a left strike command related to the turning off of the right strike lamp 54a and the erasure of the right arrow image G120 to the effect control unit 120, when the result of the jackpot determination related to the variable display of the 100th special figure is "miss", the effect control unit 120 turns off the right strike lamp 54a and erases the right arrow image G120, and at the same time performs a "left strike confirmation effect". On the other hand, when the result of the jackpot determination related to the variable display of the 100th special figure is "jackpot win", the effect control unit 120 turns off the right strike lamp 54a and erases the right arrow image G120, but does not perform the "left strike confirmation effect". Therefore, even though the first major winning opening 14 or the second major winning opening 15 is opened, it is possible to prevent the game from returning to the left strike, and the player can play the game with confidence.

[0276] (11) When the main control unit 100 sets the jackpot game state to the right strike state, after outputting the OP command related to the "opening effect" to the effect control unit 120, the right strike command related to the lighting of the right strike lamp 54a and the display of the right arrow image G120 is output to the effect control unit 120. Therefore, it is possible to prevent the lighting of the right strike lamp 54a and the display of the right arrow image G120 from being performed before the start of the "opening effect" that allows the player to recognize the jackpot game state, and the player can play the game with confidence.

[0277] (12) When the main control unit 100 lights the right strike state LED 8h, before starting the lighting of the right strike state LED 8h, both the OP command related to the "opening effect" and the right strike command related to the lighting of the right strike lamp 54a and the display of the right arrow image G120 are output to the effect control unit 120. Therefore, it is possible to minimize the deviation between the lighting timing of the right strike state LED 8h by the main control unit 100 and the start timing of the "opening effect", the lighting timing of the right strike lamp 54a, and the display timing of the right arrow image G120 by the effect control unit 120, and the player can play the game with confidence.

[0278] (13) When the main control unit 100 turns on / off the right-handed state LED 8h, in conjunction with the turning on / off of the right-handed state LED 8h, the effect control unit 120 turns on / off the right-handed lamp 54a and displays / hides the right arrow image G120. Therefore, by turning on the right-handed lamp 54a and displaying the right arrow image G120, it is possible to make it easier to understand that the right-handed state LED 8h is on, and the player can play the game with confidence.

[0279] (14) When the main control unit 100 turns on the right-handed state LED 8h, in addition to turning on the right-handed lamp 54a and displaying the right arrow image G120 in conjunction with the turning on of the right-handed state LED 8h, the effect control unit 120 displays the right large arrow image G121 or the character image G122. Therefore, it is possible to emphasize that it is in the right-handed state, and the player can play the game with confidence.

[0280] (15) When the effect control unit 120 turns on / off the right-handed lamp 54a and displays / hides the right arrow image G120, for the right-handed lamp 54a, it always remains on without changing until it is turned off, while for the right arrow image G120, a second image representing a "right-facing arrow" is displayed as a video. Therefore, it is possible to make it easier to understand that it is in the right-handed state, and the player can play the game with confidence.

[0281] (16) When the effect control unit 120 turns on the right-handed lamp 54a, displays the right arrow image G120, and displays the right large arrow image G121, for the right-handed lamp 54a and the right arrow image G120 that are linked to the right-handed state LED 8h, they are turned on and displayed by the input of the right-handed command from the main control unit 100. On the other hand, for the right large arrow image G121 that is not linked to the right-handed state LED 8h, it is displayed by the input of the OP command from the main control unit 100. Therefore, the lighting timing of the right-handed lamp 54a and the display timing of the right arrow image G120, and the display timing of the right large arrow image G121 can be performed at different timings, and it is possible to enhance the interest of the game.

[0282] When the performance control unit 120 displays the right large arrow image G121, it is after the right hitting lamp 54a is lit and the right arrow image G120 is displayed, and is larger than the right hitting lamp 54a and the right arrow image G120, and displays the right large arrow image G121. Therefore, it is possible to effectively emphasize that it is in the right hitting state, and it is possible to enhance the interest of the game.

[0283] <Modification Examples of the Basic Embodiment and the First Embodiment> Hereinafter, modification examples of the pachinko gaming machine PY1 described in the basic embodiment and the first embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.

[0284] In the first embodiment, the right hitting command output from the main control unit 100 is output to the effect control unit 120 before the start of lighting of the right hitting state LED 8h, and the left hitting command output from the main control unit 100 is output to the effect control unit 120 before the start of turning off of the right hitting state LED 8h. However, among the right hitting command and the left hitting command, only the right hitting command may be output to the effect control unit 120 before the start of lighting of the right hitting state LED 8h.

[0285] Also, in the first embodiment, the right hitting command output from the main control unit 100 is output to the effect control unit 120 before the start of lighting of the right hitting state LED 8h, and the left hitting command output from the main control unit 100 is output to the effect control unit 120 before the start of turning off of the right hitting state LED 8h. However, among the right hitting command and the left hitting command, only the left hitting command may be output to the effect control unit 120 before the start of turning off of the right hitting state LED 8h.

[0286] Also, in the first embodiment, the right hitting command output from the main control unit 100 is output to the effect control unit 120 before the right hitting state LED 8h starts lighting, and the left hitting command output from the main control unit 100 is output to the effect control unit 120 before the right hitting state LED 8h starts turning off. However, to the extent that it does not interfere with the game, the right hitting command or the left hitting command may be output to the effect control unit 120 after the right hitting state LED 8h starts lighting or after the right hitting state LED 8h starts turning off.

[0287] Also, in the first embodiment, when the effect control unit 120 inputs a right hitting command, both the lighting of the right hitting lamp 54a and the display of the right arrow image G120 are performed. However, only the lighting of the right hitting lamp 54a may be performed, or only the display of the right arrow image G120 may be performed.

[0288] Also, in the first embodiment, when the effect control unit 120 inputs a left hitting command, a "left hitting confirmation effect" in which the left arrow image G123 is displayed is performed. However, it may be such that only the turning off of the right hitting lamp 54a and the erasure of the right arrow image G120 are performed, and the "left hitting confirmation effect" is not performed.

[0289] Also, in the first embodiment, the "high probability high base game state" after the "big win game Wα" ends when the variable display in the special figure reaches the upper limit number of 100 times (the number of big win determinations is 100 times). However, the upper limit number may be less than 100 times or may be 101 times or more.

[0290] Also, in the first embodiment, the "low probability high base game state" after the "big win game Xα" ends when the variable display in the special figure reaches the upper limit number of 100 times (the number of big win determinations is 100 times). However, the upper limit number may be less than 100 times or may be 101 times or more.

[0291] In the first embodiment, when the variable display of the special figure for the 100th time, which is the upper limit number of times in the time-saving state, is performed, the left strike command is output from the main control unit 100 regardless of the result of the jackpot determination related to the variable display of the special figure for the 100th time. However, the left strike command may be output from the main control unit 100 only when the result of the jackpot determination related to the variable display of the special figure for the 100th time is "loss".

[0292] In the first embodiment, the right arrow image G120 displayed in the "right strike continuous effect" is composed of a still image of the character "right" and a moving image representing an "arrow pointing to the right". However, all the images that make up the composition may be moving images.

[0293] In the first embodiment, the moving image of the right arrow image G120 displayed in the "right strike continuous effect" is composed of images that repeat moving from left to right. However, as long as the player can recognize that the display mode is changing, it does not have to be a moving image. For example, the display color of the image representing the "arrow pointing to the right" may be changed every predetermined time.

[0294] In the first embodiment, the right strike lamp 54a displayed in the "right strike continuous effect" is always lit. However, it may be temporarily turned off to the extent that it does not interfere with the game.

[0295] In the first embodiment, the "arrow effect" and the "aim effect" are performed by inputting an OP command output from the main control unit 100. However, they may be performed by inputting a command other than the OP command. For example, it may be performed by inputting a round command output at the start of the first round game. In this case, the opening of the first major winning port 14 or the second major winning port 15 can be impressed on the player by the "arrow effect" and the "aim effect", and it is possible to enhance the interest of the game.

[0296] In addition, 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.

[0297] In addition, 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.

[0298] In addition, 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 blink during the variable display of the effect symbols EZ1, EZ2, and EZ3.

[0299] In addition, 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.

[0300] In addition, 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.

[0301] In addition, the gaming machine of the present invention can also be applied to other pinball gaming machines such as volleyball machines, ball-and-cube gaming machines, and smart pachinko machines (regulated gaming machines).

[0302] <The invention disclosed in the first embodiment> Up to the previous paragraph in this [Mode for Carrying Out the Invention], the following inventions S to W are disclosed. In the descriptions of inventions S to W, the names, expressions, and reference numerals used in the drawings of the corresponding configurations in the embodiments for carrying out the aforementioned inventions 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 S is a general term for the following inventions S1 to S2, invention T is a general term for the following inventions T1 to T2, invention U is a general term for the following inventions U1 to U4, invention V is a general term for the following inventions V1 to V2, and invention W is a general term for the following inventions W1 to W4.

[0303] Also, for example, in the gaming machine described in Japanese Patent Application Laid-Open No. 2021-151588, an effect for instructing the launching direction of the game ball is performed, and a character image of "right shot" is displayed on the display unit to prompt the player to put the game ball into the second starting port. In such a gaming machine, there is room for improvement in the instruction of the launching direction of the game ball. Therefore, if the gaming machines according to the following inventions S to W are realized, the instruction of the launching direction of the game ball will be improved, and the player will be able to play the game with confidence.

[0304] The gaming machine according to invention S1 is a first control means (main control unit 100) for controlling the game using a first display means (display devices 8), and a second control means (effect control unit 120) for controlling the effect using a second display means (image display device 50, panel lamp 54), and the first control means is capable of displaying a specific display (lighting of the right shot state LED 8h) indicating that the launching direction of the game ball is a specific direction (right) on the first display means, When displaying the specific display, it is possible to output a specific command (right strike command) to the second control means before displaying the specific display. The second control means When the specific command is input, a firing display (right arrow image G120, lighting of the right strike lamp 54a) indicating the specific direction is displayed on the second display means. It is characterized by this.

[0305] The gaming machine according to Invention S2 is a gaming machine according to Invention S1, The first control means When making the specific display non-displayable, it is possible to output a non-specific command (left strike command) to the second control means. The second control means When the non-specific command is input while the firing display is being displayed, the display of the firing display is terminated. It is characterized by this.

[0306] The gaming machine according to Invention T1 a first control means (main control unit 100) that controls a game using a first display means (displays 8), a second control means (effect control unit 120) that controls an effect using a second display means (image display device 50), and The first control means is capable of displaying a specific display (lighting of the right strike state LED 8h) indicating that the firing direction of the game ball is a specific direction (right) on the first display means. When making the specific display non-displayable, it is possible to output a non-specific command (left strike command) to the second control means before making the specific display non-displayable. The second control means is capable of displaying a specific firing display (right arrow image G120) indicating the specific direction on the second display means when the specific display is being displayed. When the non-specific command is input while the specific emission display is being shown, the display of the specific emission display is terminated. This is the gist.

[0307] The gaming machine according to Invention T2 is a gaming machine according to Invention T1, wherein the second control means when the non-specific command is input, displays a non-specific emission display (left arrow image G123) suggesting that the emission direction of the game ball is not the specific direction on the second display means. This is the gist.

[0308] The gaming machine according to Invention U1 is equipped with first control means (main control unit 100) for controlling the game and second control means (effect control unit 120) for controlling the effects. The first control means is capable of setting a specific gaming state (time-saving state) in which the game ball is emitted in a specific direction (right) until a determination as to whether to enter the jackpot gaming state is made a predetermined number of times (100 times). When the determination has been made the predetermined number of times, it is possible to output a predetermined command (left strike command) to the second control means. The second control means is capable of displaying an emission display (right arrow image G120, lighting of the right strike lamp 54a) suggesting the specific direction in the specific gaming state on predetermined display means (image display device 50, panel lamp 54). When the predetermined command is input while the emission display is being shown, the display of the emission display is terminated. This is the gist.

[0309] The gaming machine according to Invention U2 is a gaming machine according to Invention U1, wherein the first control means outputs the predetermined command to the second control means regardless of the result of the determination the predetermined number of times. This is the gist.

[0310] The gaming machine according to Invention U3 is a gaming machine according to Invention U2, wherein the first control means when it is determined that a jackpot gaming state is to be set in the determination of the predetermined number of times, can output a specific command (right strike command) to the second control means after the predetermined command, and the second control means when the specific command is input, can redisplay the firing display on the predetermined display means. This is the gist.

[0311] The gaming machine according to Invention U4 is a gaming machine according to Invention U3, wherein the second control means when it is determined that a jackpot gaming state is not to be set in the determination of the predetermined number of times when the predetermined command is input, displays an end display (left arrow image G123) indicating a non-specific direction (left) different from the specific direction on the second display means, while when it is determined that a jackpot gaming state is to be set in the determination of the predetermined number of times, does not display the end display on the second display means. This is the gist.

[0312] The gaming machine according to Invention V1 is provided with a first control means (main control unit 100) for controlling a game and a second control means (effect control unit 120) for controlling an effect, wherein the first control means when setting a jackpot gaming state in which a game ball is launched in a specific direction (right), after outputting a start command (OP command) indicating the start of the jackpot gaming state to the second control means, can output a specific command (right strike command) to the second control means, and the second control means in response to input of the start command, displays a start display (opening image G107) indicating the start of the jackpot gaming state on a specific display means (image display device 50). In response to input of the specific command, a firing display (right arrow image G120, lighting of the right hitting lamp 54a) suggesting the specific direction is displayed on the specific display means or a predetermined display means (panel lamp 54) different from the specific display means. It is characterized by this.

[0313] The gaming machine according to Invention V2 is a gaming machine according to Invention V1, wherein the first control means when setting the jackpot gaming state, can display a specific display (lighting of the right hitting state LED 8h) indicating that the firing direction of the game ball is the specific direction on a predetermined display means (displays 8), before displaying the specific display, outputs the start command and the specific command to the second control means. It is characterized by this.

[0314] The gaming machine according to Invention W1 is provided with a first control means (main control unit 100) for controlling the game, and a second control means (effect control unit 120) for controlling the effects, wherein the first control means can display a specific display (lighting of the right hitting state LED 8h) indicating that the firing direction of the game ball is a specific direction (right) on a first display means (displays 8), wherein the second control means during display of the specific display, can display a firing display (right arrow image G120, right large arrow image G121, right hitting lamp 54a) suggesting the specific direction on a second display means (image display device 50, panel lamp 54), the firing display includes a first firing display (lighting of the right arrow image G120, right hitting lamp 54a) linked to the display of the specific display and a second firing display (right large arrow image G121) not linked to the display of the specific display. It is characterized by this.

[0315] The gaming machine according to Invention W2 is A gaming machine according to Invention W1, The first launch display includes a display whose display mode changes (right arrow image G120) and a display whose display mode does not change (lighting of the right hit lamp 54a). It is characterized by this.

[0316] The gaming machine according to Invention W3 is A gaming machine according to Invention W1 or Invention W2, The first control means It is possible to enter a jackpot gaming state in which a game ball is launched in the specific direction. When entering the jackpot gaming state, the specific display is displayed on the first display means, and a first command (right hit command) and a second command (OP command) can be output to the second control means. The second control means Displays the first launch display in response to input of the first command. Displays the second launch display in response to input of the second command. It is characterized by this.

[0317] The gaming machine according to Invention W4 is A gaming machine according to Invention W3, The second launch display is displayed after the first launch display and is larger than the first launch display. It is characterized by this.

[0318] <Second Embodiment> Hereinafter, the second embodiment will be described. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment or the first embodiment is also applicable to the second embodiment.

[0319] First, the front door 23 will be specifically described with reference to FIG. 42. FIG. 42 is a perspective view of the lower part of the front door 23. As shown in FIG. 42, on the front surface of the front door 23, as an operation part operable by a player, a normal button 40, a handle 72k, and a four-way button 42 composed of four up, down, left, and right buttons are provided.

[0320] The handle 72k is a handle for launching a game ball toward the game board 1, and is equipped with a touch sensor (not shown) for detecting that the player is gripping the handle 72k. When the handle 72k rotates to the right while the touch sensor is detected, the game ball is launched.

[0321] The four-way button 42 is a button used in the operation effect in the special figure variation effect, similar to the normal button 40, and includes an upper button 42a corresponding to the upward direction, a lower button 42b corresponding to the downward direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way button 42 is operated by the player, a predetermined image is displayed on the display unit 50a, the panel lamp 54 emits light in a predetermined light emission mode, or a predetermined sound is output from the speaker 52.

[0322] Next, with reference to FIGS. 43 to 49, a special figure variation effect executable by the effect control microcomputer 121 according to the variation pattern selected by the game control microcomputer 101 will be described. The effect control microcomputer 121 can execute the following effects in the special figure variation effect in the non-time-limited state.

[0323] A. Normal variation "Normal variation" is an effect that may be performed in response to the start of the variable display of the special figure, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed. Since "normal variation" is the first to be performed in the special figure variation effect, it functions as an effect suggesting that the special figure variation effect has started.

[0324] B. Reach "Reach" is an effect that may occur after "Normal Variation", and is an effect in which the left effect symbol EZ1 and the right effect symbol EZ3 stop and display the same type of effect symbol. Since "Reach" may occur when the result of the jackpot determination is "Jackpot Win", it functions as an effect suggesting that a jackpot game may be played. Also, since "Reach" may develop into reach effects such as "N-Reach", "SP-Reach", "SPSP-Reach", etc. afterwards, it also functions as an effect suggesting that a reach effect may be performed.

[0325] C. N-Reach "N-Reach" is an effect that may occur after "Reach" is established, and is a reach effect in which the variation speed of the middle effect symbol EZ2 gradually decelerates. Since "N-Reach" may occur when the result of the jackpot determination is "Jackpot Win", it functions as an effect suggesting that a jackpot game may be played.

[0326] D. SP-Reach "SP-Reach" is an effect that may occur after "N-Reach", and is a reach effect in which the protagonist character and the enemy character battle. Since "SP-Reach" is more likely to occur when the result of the jackpot determination is "Jackpot Win" than when it is "Loss", it functions as an effect suggesting that a jackpot game is highly likely to be played.

[0327] E. SPSP-Reach "SPSP Reach" is an effect that may occur after "SP Reach", and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played. Also, when it develops from "SP Reach" to "SPSP Reach" rather than when it does not develop from "SP Reach" to "SPSP Reach", a jackpot game is more likely to be played, so "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".

[0328] F. Character Voice Preview "Character Voice Preview" is an effect that may occur during "N Reach", and is a preview effect where the voice of the protagonist character is output from the speaker 52 in response to the operation of the normal button 40 and the cross button 42. Since "Character Voice Preview" may develop into "SP Reach" afterwards, it functions as an effect suggesting the possibility of "SP Reach" being performed.

[0329] G. Cut-in Preview "Cut-in Preview" is an effect that may occur during "SP Reach", and is a preview effect where the protagonist character image G200 is displayed on the display unit 50a in response to the operation of the normal button 40. Since "Cut-in Preview" may develop into "SPSP Reach" afterwards, it functions as an effect suggesting the possibility of "SPSP Reach" being performed.

[0330] H. Roulette Preview "Roulette Preview" is an effect that may occur during "SPSP Reach", and is a preview effect where one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) in response to the operation of the cross button 42. Since the production symbols EZ1, EZ2, EZ3 may stop and display as a triple showing a jackpot afterwards, it functions as an effect suggesting the possibility of a jackpot game being played.

[0331] Next, with reference to FIG. 43, the production flow of the main special figure variation production executed in the non-time-saving state will be described. In each production that constitutes the production flow, the production control microcomputer 121 displays a production image on the display unit 50a, and in response to the display of the production image, it can execute a light emission production using the frame lamp 53 and the panel lamp 54, and a sound production using the speaker 52.

[0332] As shown in FIG. 43(A), in the special figure variation productions with the variation patterns of "SPSP jackpot variation" and "SPSP loss variation", a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed. In these special figure variation productions, "character voice preview" may be performed at "N reach", "cut-in preview" may be performed at "SP reach", and "roulette preview" may be performed at "SPSP reach".

[0333] Also, as shown in FIG. 43(B), in the special figure variation productions with the variation patterns of "SP jackpot variation" and "SP loss variation", a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" is executed. In these special figure variation productions, "character voice preview" may be performed at "N reach", and "cut-in preview" may be performed at "SP reach".

[0334] Also, as shown in FIG. 43(C), in the special figure variation production with the variation pattern of "N loss variation", a production flow composed of "normal variation" → "reach" → "N reach" is executed. In this special figure variation production, "character voice preview", "cut-in preview", and "roulette preview" are not performed.

[0335] Also, as shown in FIG. 43(D), in the special figure variation production with the variation pattern of "normal loss variation", a production flow composed of only "normal variation" is executed. In this special figure variation production, "character voice preview", "cut-in preview", and "roulette preview" are not performed.

[0336] Next, the main effects executed in the special figure variation effect will be specifically described. In the special figure variation effect described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.

[0337] First, the "character voice preview" will be specifically described. The effect control microcomputer 121 can execute the "character voice preview" in the "N reach" in the special figure variation effects where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP loss variation", or "SP loss variation".

[0338] As shown in FIG. 44, the effect storage unit 121b of the effect control microcomputer 121 stores a character voice preview selection table 123a1 and a voice volume selection table 123a2. The effect control microcomputer 121 can select whether to execute the "character voice preview" using the character voice preview selection table 123a1 and the type of voice when executing the "character voice preview", and when executing the "character voice preview", can select the voice volume using the voice volume selection table 123a2. There are two types of voice types, "Chance" and "Congratulations", and there are three voice volumes from the first to the third. Although details will be described later, the voice volume varies depending on the type of weapon displayed by the operation of the normal button 40 in the "character voice preview".

[0339] FIG. 45(A) is a diagram showing the content of the character voice preview selection table 123a1. The effect control microcomputer 121 refers to the type of variation pattern and selects whether to execute the "character voice preview" and the type of voice when executing the "character voice preview".

[0340] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "character voice preview" of the voice "Chance" is selected at a rate of 70%, the execution of the "character voice preview" of the voice "Congratulations" is selected at a rate of 20%, and the non - execution of the "character voice preview" is selected at a rate of 10%.

[0341] Also, when the variation pattern is "SPSP losing variation" (THP011) or "SP losing variation" (THP012), the execution of the "character voice preview" of the voice "Chance" is selected at a rate of 50%, the non - execution of the "character voice preview" is selected at a rate of 50%, and the execution of the "character voice preview" of the voice "Congratulations" is not selected.

[0342] Also, when the variation pattern is "N losing variation" (THP013), the non - execution of the "character voice preview" is selected at a rate of 100%, and the execution of the "character voice preview" of the voice "Chance" and the execution of the "character voice preview" of the voice "Congratulations" are not selected.

[0343] That is, only in the case of the variation pattern corresponding to the result of the jackpot determination being "jackpot win", the execution of the "character voice preview" of the voice "Congratulations" is set to be selected, and the "character voice preview" of the voice "Congratulations" functions as an effect suggesting that a jackpot game is being played.

[0344] Also, only in the case of the variation pattern including "SP reach" in the effect flow, the execution of the "character voice preview" is set to be selected, and the "character voice preview" functions as an effect suggesting the development into "SP reach".

[0345] In the second embodiment, the execution of the "character voice preview" is set to be selected only in the case of a variable pattern in which "SP reach" is included in the production flow. However, even in the case of a variable pattern in which "SP reach" is not included in the production flow, the execution of the "character voice preview" may be selected. In this case, it is preferable that it is more difficult to select the execution of the "character voice preview" in the case of a variable pattern in which "SP reach" is not included in the production flow than in the case of a variable pattern in which "SP reach" is included in the production flow. Note that the selection ratio indicated by the character voice preview selection table 123a1 shown in FIG. 45(A) can be appropriately changed.

[0346] FIG. 45(B) is a diagram showing the content of the voice volume selection table 123a2. The production control microcomputer 121 refers to the type of variable pattern and the type of weapon that has changed when the player operates the normal button 40 in the "character voice preview", and selects the volume of the voice output from the speaker 52 in the "character voice preview". Although details will be described later, there are three types of weapon types: "gold bar", "dagger", and "bullet".

[0347] Specifically, when the variable pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is "gold bar", the first volume is selected at a ratio of 70% and the second volume is selected at a ratio of 30%, and the third volume is not selected.

[0348] Also, when the variable pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is "dagger", the second volume is selected at a ratio of 70% and the third volume is selected at a ratio of 30%, and the first volume is not selected.

[0349] Also, when the variable pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is "bullet", the third volume is selected at a ratio of 100%, and the first volume and the second volume are not selected.

[0350] Also, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), regardless of the type of weapon, the second volume is selected at a rate of 100%, and the first volume and the third volume are not selected.

[0351] That is, the first volume and the third volume are set to be selected only when the variation pattern corresponding to the jackpot determination result is "jackpot win". The "character voice preview" in which the voice of the protagonist character is output at the first volume or the third volume functions as an effect suggesting that a jackpot game is being played.

[0352] Also, when the variation pattern corresponding to the result of the jackpot determination is "miss", regardless of the type of weapon, the second volume is always set to be selected. On the other hand, when the variation pattern corresponding to the result of the jackpot determination is "jackpot win", when the type of weapon is "gold bar", the first volume is more likely to be selected than the second volume, and when the type of weapon is "dagger", the second volume is more likely to be selected than the third volume. The "character voice preview" when the type of weapon is "gold bar" functions as an effect that more easily suggests that a jackpot game is being played than the "character voice preview" when the type of weapon is "dagger".

[0353] Also, when the type of weapon is "gold bar", the first volume is likely to be selected, when the type of weapon is "dagger", the second volume is likely to be selected, and when the type of weapon is "bullet", the third volume is likely to be selected. It can be said that for the "character voice preview" when "gold bar" is displayed, the probability that the voice of the protagonist character is output at the first volume is high, for the "character voice preview" when "dagger" is displayed, the probability that the voice of the protagonist character is output at the second volume is high, and for the "character voice preview" when "bullet" is displayed, the probability that the voice of the protagonist character is output at the third volume is high. Note that the selection ratio shown by the voice volume selection table 123a2 shown in FIG. 45(B) can be changed as appropriate.

[0354] In the second embodiment, the selected volume varies according to the type of variation pattern, but the same volume may be selected regardless of the type of variation pattern. For example, when the type of weapon is "club", the first volume is always selected, when the type of weapon is "dagger", the second volume is always selected, and when the type of weapon is "bullet", the third volume may always be selected.

[0355] When the production control microcomputer 121 executes "character voice preview" in the special figure variation production, it executes "character voice preview" with the type and volume of the voice selected by the character voice preview selection table 123a1 and the voice volume selection table 123a2.

[0356] Figures 46(A) to 46(F) and Figures 47(A) to 47(F) are diagrams showing how "character voice preview" is performed. In the special figure variation production, when "reach" is established and "N reach" is performed as shown in Figure 46(A), "character voice preview" is performed.

[0357] In "character voice preview", the operation of the four-way button 42 becomes effective, and as shown in Figure 46(B), a four-way button image G300 imitating the four-way button 42 is displayed at the lower center of the display unit 50a. The four-way button image G300 is composed of an up button image G300a imitating the up button 42a, a down button image G300b imitating the down button 42b, a left button image G300c imitating the left button 42c, and a right button image G300d imitating the right button 42d. Only the left button image G300c and the right button image G300d blink and are displayed to prompt the player to operate the left button 42c or the right button 42d.

[0358] When the four - way button image G300 is being displayed and the player operates the left button 42c or the right button 42d, the protagonist character image G200 is displayed on the display unit 50a. This protagonist character image G200 has two types of images: an image representing the protagonist character with a headband as shown in Fig. 46(C), and an image representing the protagonist character without a headband as shown in Fig. 46(D). Each time the player operates the left button 42c or the right button 42d, the displayed image switches. In the second embodiment, the protagonist character image G200 is displayed by operating the four - way button 42, but it may also be displayed before the operation of the four - way button 42. For example, the protagonist character image G200 may be displayed simultaneously with the display of the four - way button image G300.

[0359] And when a predetermined time (for example, 3 seconds) has elapsed since the four - way button image G300 was displayed, the four - way button image G300 is erased, and the protagonist character image G200 that was being displayed at that time is fixedly displayed. Fig. 46(E) shows the case where the protagonist character image G200 with a headband is fixedly displayed.

[0360] When the protagonist character image G200 is fixedly displayed, the operation of the normal button 40 becomes effective, and as shown in Fig. 46(F), the normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a.

[0361] When the normal button image G31 is being displayed and the player operates the normal button 40, as shown in Fig. 47(A), the weapon A image G301 is displayed on the protagonist character image G200. The weapon A image G301 is an image representing a single 'golden club', suggesting that the protagonist character is equipped with a 'golden club'.

[0362] After that, when the player further operates the normal button 40, as shown in FIG. 47(B), the weapon A image G301 changes to the weapon B image G302. The weapon B image G302 is an image representing two "daggers", suggesting that the protagonist character has equipped the "daggers".

[0363] After that, when the player further operates the normal button 40, as shown in FIG. 47(C), the weapon B image G302 changes to the weapon C image G303. The weapon C image G303 is an image representing three "bullets", suggesting that the protagonist character has equipped the "bullets".

[0364] In FIGS. 47(A) to 47(C), the case where the weapon A image G301, the weapon B image G302, or the weapon C image G303 is displayed on the protagonist character image G200 with a headband is illustrated. However, when the protagonist character image G200 without a headband is fixedly displayed, each time the normal button 40 is operated, the weapon A image G301, the weapon B image G302, or the weapon C image G303 is displayed on the protagonist character image G200 without a headband. Note that even when the four-way button 42 is operated while a weapon image is displayed on the protagonist character image G200, the weapon image does not change.

[0365] In the second embodiment, when the weapon C image G303 is displayed on the protagonist character image G200, even if the player further operates the normal button 40, the display of the weapon C image G303 is maintained. However, by further operating the normal button 40, the weapon C image G303 may be returned to the weapon A image G301.

[0366] Then, when a predetermined time (for example, 3 seconds) elapses after the normal button image G31 is displayed, the normal button image G31 is erased, and the weapon image displayed at that time is fixedly displayed. FIG. 47(D) shows the case where the weapon C image G303 is fixedly displayed. Note that if the normal button 40 is not operated even once, none of the weapon images are displayed.

[0367] And when a predetermined time (e.g., 2 seconds) elapses after the normal button image G31 is erased, the voice of the protagonist character is output from the speaker 52. At this time, when "Chance" is selected by the character voice preview selection table 123a1, as shown in FIG. 47(E), the voice of the protagonist character saying "Chance" is output from the speaker 52, and when "Congratulations" is selected by the character voice preview selection table 123a1, as shown in FIG. 47(F), the voice of the protagonist character saying "Congratulations" is output from the speaker 52.

[0368] The voice of the protagonist character is output at the volume selected by the voice volume selection table 123a2, and is output at any one of the first volume, the second volume, and the third volume. The second volume is the same volume as various voices output from the speaker 52 before the "character voice preview" is performed. When no weapon image is displayed without operating the normal button 40, the voice of the protagonist character is output at this second volume. Also, the first volume is a volume smaller than the second volume, and the third volume is a volume larger than the second volume.

[0369] Specifically, when the type of the fixedly displayed weapon image is "gold bar", the voice of the protagonist character is output at either the first volume or the second volume. When the type of the fixedly displayed weapon image is "dagger", the voice of the protagonist character is output at either the second volume or the third volume. When the type of the fixedly displayed weapon image is "bullet", the voice of the protagonist character is output at either the second volume or the third volume (see FIG. 45(B)).

[0370] Then, when the voice of the protagonist character is output from the speaker 52, the protagonist character image G200 and the weapon image are erased, and the "character voice preview" ends. In the second embodiment, when the voice of the protagonist character in the "character voice preview" is output at the first volume or the third volume, the volume of various voices output thereafter returns to the second volume. However, when the voice of the protagonist character is output at the first volume, the first volume may continue thereafter, and when the voice of the protagonist character is output at the third volume, the third volume may continue thereafter.

[0371] Also, in the second embodiment, even when no weapon image is displayed, in other words, even when the normal button 40 is not operated, the voice of the protagonist character is output from the speaker 52. However, when the player does not operate the normal button 40, the voice of the protagonist character may not be output from the speaker 52.

[0372] Also, in the second embodiment, regardless of whether the protagonist character image G200 with a headband or the protagonist character image G200 without a headband is selected by operating the four-way button 42, the volume of the voice of the protagonist character is selected at the same ratio. However, when the protagonist character image G200 with a headband is selected and when the protagonist character image G200 without a headband is selected, the volume of the voice of the protagonist character may be selected at different ratios.

[0373] In the second embodiment, a case is exemplified in which no sound is output from the speaker 52 between when the weapon image is displayed and when the voice of the main character is output. However, a predetermined sound may be output between when the weapon image is displayed and when the voice of the main character is output. In this case, the volume of the predetermined sound may be output at the same volume as the volume selected by the voice volume selection table 123a2, or may be output at a predetermined volume (for example, the second volume) regardless of the volume selected by the voice volume selection table 123a2.

[0374] Next, the "cut-in preview" will be specifically described. The production control microcomputer 121 can execute the "cut-in preview" in the "SP reach" in the special figure variation production of the variation patterns "SPSP jackpot variation", "SP jackpot variation", "SPSP loss variation", and "SP loss variation".

[0375] As shown in FIG. 44, a cut-in preview selection table 123a3 is stored in the production memory unit 121b of the production control microcomputer 121. The production control microcomputer 121 can use the cut-in preview selection table 123a3 to select whether to execute the "cut-in preview" and the type of cut-in frame when the "cut-in preview" is executed. There are two types of cut-in frames: 'blue frame' and'red frame'.

[0376] FIG. 45(C) is a diagram showing the content of the cut-in preview selection table 123a3. The production control microcomputer 121 refers to the type of variation pattern and selects whether to execute the "cut-in preview" and the type of cut-in frame when the "cut-in preview" is executed.

[0377] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "cut-in preview" with the 'blue frame' is selected at a rate of 20%, the execution of the "cut-in preview" with the'red frame' is selected at a rate of 40%, and the non-execution of the "cut-in preview" is selected at a rate of 40%.

[0378] Also, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), the execution of the "cut-in notice" of the "blue frame" is selected at a rate of 50%, the execution of the "cut-in notice" of the "red frame" is selected at a rate of 10%, and the non-execution of the "cut-in notice" is selected at a rate of 40%.

[0379] That is, the variation pattern corresponding to the result of the jackpot determination being "jackpot win" is set so that the execution of the "cut-in notice" of the "red frame" is more likely to be selected than the variation pattern corresponding to the result of the jackpot determination being "miss", and the "cut-in notice" of the "red frame" functions as an effect suggesting that a jackpot game is likely to be played.

[0380] Also, the execution of the "cut-in notice" of the "red frame" is set to be selected more often in the case of a variation pattern including "SPSP reach" in the effect flow than in the case of a variation pattern not including "SPSP reach" in the effect flow, and the "cut-in notice" of the "red frame" functions as an effect suggesting a high possibility of developing into "SPSP reach".

[0381] In the second embodiment, the execution of the "cut-in notice" is set to be selected only in the case of a variation pattern including "SP reach" in the effect flow. However, even in the case of a variation pattern not including "SP reach" in the effect flow, the execution of the "cut-in notice" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "cut-in notice" in the case of a variation pattern not including "SP reach" in the effect flow than in the case of a variation pattern including "SP reach" in the effect flow. Note that the selection ratio shown by the cut-in notice selection table 123a3 shown in FIG. 45(C) can be changed as appropriate.

[0382] When the effect control microcomputer 121 executes the "cut-in notice" in the special figure variation effect, the "cut-in notice" is executed in the type of cut-in frame selected by the cut-in notice selection table 123a3.

[0383] Figures 48(A) to 48(D) are diagrams showing how a "cut-in preview" is performed. In the special figure variation effect, when it develops into "SP reach" and as shown in Figure 48(A), when the protagonist character tries to attack the enemy character, a "cut-in preview" is performed.

[0384] In the "cut-in preview", the operation of the normal button 40 becomes effective, and as shown in Figure 48(B), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a. Then, when the normal button image G31 is being displayed and the player operates the normal button 40, or when a predetermined operation effective time (for example, 3 seconds) elapses without the player operating the normal button 40, as shown in Figure 48(C), the normal button image G31 is erased, and a cut-in frame image G400 and a protagonist character image G200 are displayed on the display unit 50a. At this time, when "blue frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in blue, and when "red frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in red.

[0385] Then, when a predetermined time (for example, 1 second) elapses after the cut-in frame image G400 and the protagonist character image G200 are displayed, as shown in Figure 48(D), the voice "Go-" of the protagonist character is output from the speaker 52. The volume of this voice of the protagonist character is output at the second volume regardless of whether the player operates the normal button 40 or not.

[0386] Then, when the voice of the protagonist character is output from the speaker 52, the cut-in frame image G400 and the protagonist character image G200 are erased, and the "cut-in preview" ends.

[0387] In the second embodiment, in the "Cut-in Notice", even when the volume of the voice of the protagonist character output in the "Cut-in Notice" is the same as the volume of the voice of the protagonist character output in the "Character Voice Notice" in the case of "N Reach", it is output at the second volume. However, when the "Character Voice Notice" is being performed in "N Reach", the voice of the protagonist character output in the "Cut-in Notice" may be output at the same volume as the voice of the protagonist character output in the "Character Voice Notice". For example, if the voice of the protagonist character is output at the first volume in the "Character Voice Notice", the voice of the protagonist character is also output at the first volume in the "Cut-in Notice", and if the voice of the protagonist character is output at the third volume in the "Character Voice Notice", the voice of the protagonist character may also be output at the third volume in the "Cut-in Notice".

[0388] Also, in the second embodiment, in the "Cut-in Notice", when the normal button 40 is operated, the voice of the protagonist character is output from the speaker 52. However, when the four-way button 42 is operated, the voice of the protagonist character may be output from the speaker 52.

[0389] Next, the "Roulette Notice" will be specifically described. The production control microcomputer 121 can execute the "Roulette Notice" in the "SPSP Reach" in the special figure variation production with the variation patterns of "SPSP Jackpot Variation" and "SPSP Loss Variation".

[0390] Figures 49(A) to 49(C) are diagrams showing how the "Roulette Notice" is performed. When the special figure variation production develops into "SPSP Reach" and as shown in Figure 49(A), when the protagonist character tries to attack the strong enemy character, the "Roulette Notice" is performed.

[0391] In the "Roulette Preview", the operation of the four-way button 42 becomes effective. As shown in FIG. 49(B), a skill image G600 representing the skills that the protagonist character can use is displayed in the center of the display unit 50a. At the same time, a four-way button image G300 imitating the four-way button 42 is displayed below the skill image G600. Only the up button image G300a and the down button image G300b blink and are displayed to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The skill image G600 consists of a skill image G600a indicating that the skill the protagonist character uses is "Punch", a skill image G600b indicating that the skill the protagonist character uses is "Chop", and a skill image G600c representing that the skill the protagonist character uses is "Kick". Initially, only the skill image G600a is displayed.

[0392] When the player operates the up button 42a or the down button 42b while the four-way button image G300 is displayed, the image displayed as the skill image G600 switches. Each time the up button 42a or the down button 42b is operated, the displayed image switches in the order of skill image G600a → skill image G600b → skill image G600c.

[0393] Then, when a predetermined time (for example, 3 seconds) elapses after the four-way button image G300 is displayed, the four-way button image G300 is erased, and the skill image G600 displayed at that time is fixedly displayed. At this time, a sound effect of "Piko" is output from the speaker 52 to indicate that the skill image G600 is fixedly displayed. The volume of this sound effect is output at the second volume regardless of whether the player operates the four-way button 42 or not. FIG. 49(C) shows the case where the skill image G600c is fixedly displayed.

[0394] Then, when a predetermined time (e.g., 1 second) has elapsed since the skill image G600 was fixedly displayed, the skill image G600 is erased and the "roulette preview" ends. After that, in the final stage of "SPSP reach", the protagonist character performs the skill corresponding to the fixedly displayed skill image G600, and a scene where the protagonist character wins against the powerful enemy character or a scene where the powerful enemy character wins against the protagonist character is displayed on the display unit 50a.

[0395] In the second embodiment, the volume of the sound effect output in the "roulette preview" is output at the second volume regardless of the volume of the voice of the protagonist character output in the "character voice preview" even when the "character voice preview" is performed in "N reach". However, when the "character voice preview" is performed in "N reach", the sound effect output in the "roulette preview" may be output at the same volume as the volume of the voice of the protagonist character output in the "character voice preview". For example, when the voice of the protagonist character is output at the first volume in the "character voice preview", the sound effect is also output at the first volume in the "roulette preview", and when the voice of the protagonist character is output at the third volume in the "character voice preview", the sound effect may also be output at the third volume in the "roulette preview".

[0396] Also, in the second embodiment, in the "roulette preview", the image displayed as the skill image G600 is switched by operating the four-way button 42, but the image displayed as the skill image G600 may be switched by operating the normal button 40.

[0397] <Consideration of the Second Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the second embodiment will be considered. First, the display mode of the protagonist character image G200 displayed in the "character voice preview" will be considered.

[0398] In the "Character Voice Preview", the main character character image G200 is displayed on the display unit 50a by operating the four-way button 42. Then, each time the four-way button 42 is operated while the main character character image G200 is being displayed, the main character character image G200 representing the main character with a headband and the main character character image G200 representing the main character without a headband are alternately switched. Also, each time the normal button 40 is operated while the main character character image G200 is being displayed, any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is displayed on the main character character image G200. That is, in the "Character Voice Preview", it can be said that when the four-way button 42 or the normal button 40 is operated while the main character character image G200 is being displayed, the display mode of the main character character image G200 changes.

[0399] Next, consider the display mode of the skill image G600 displayed in the "Roulette Preview".

[0400] In the "Roulette Preview", each time the four-way button 42 is operated while the skill image G600 is being displayed, the skill image G600 switches in the order of the skill image G600a indicating "Punch" → the skill image G600b indicating "Chop" → the skill image G600c indicating "Kick". That is, in the "Roulette Preview", it can be said that when the four-way button 42 is operated while the skill image G600 is being displayed, the display mode of the skill image G600 changes.

[0401] Next, consider the volume of the voice of the main character character output in the "Character Voice Preview".

[0402] In the "Character Voice Preview", after the display of the protagonist character image G200, the voice of the protagonist character is output from the speaker 52. The volume of the voice of the protagonist character is selected by the voice volume selection table 123a2, and the types of volume include the smallest first volume, the second volume larger than the first volume, and the third volume larger than the second volume. The third volume is selected with the highest probability when "bullet" is displayed on the protagonist character image G200 (see Fig. 45(B)). That is, when the voice of the protagonist character is output from the speaker 52 in a state where the weapon C image G303 representing "bullet" is displayed on the protagonist character image G200, compared with the case where the voice of the protagonist character is output from the speaker 52 in a state where the weapon C image G303 representing "bullet" is not displayed on the protagonist character image G200, it can be said that the probability of outputting the voice of the protagonist character at the largest third volume is high.

[0403] <Effect of the Second Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the second embodiment will be described.

[0404] (1) In the "Character Voice Preview", when the player operates the four-way button 42 or the normal button 40 while the protagonist character image G200 is displayed on the display unit 50a, the display mode of the protagonist character image G200 displayed on the display unit 50a changes. Therefore, the player can arbitrarily change the display mode of the protagonist character image G200, and it is possible to enhance the interest of the game.

[0405] (2) In the "Character Voice Preview", after the protagonist character image G200 is displayed on the display unit 50a, the voice of the protagonist character is output from the speaker 52. Therefore, the image displayed on the display unit 50a and the voice output from the speaker 52 can be associated with each other, and it is possible to enhance the interest of the game.

[0406] (3) In the "Character Voice Preview", no matter which of the weapon A image G301, weapon B image G302, and weapon C image G303 is displayed on the protagonist character image G200, the same voice is output as the voice output from the speaker 52 thereafter. Therefore, the production content can be made easier to understand, and the interest of the game can be enhanced.

[0407] (4) In the "Character Voice Preview", whether the weapon images (weapon A image G301, weapon B image G302, weapon C image G303) are displayed on the protagonist character image G200 or not, the same voice is output as the voice output from the speaker 52 thereafter. Therefore, the production content can be made easier to understand, and the interest of the game can be enhanced.

[0408] (5) When the voice of the protagonist character is output from the speaker 52 in the "Character Voice Preview", it is output at any of the first volume, second volume, and third volume. Therefore, the variations in the loudness of the voice of the protagonist character can be increased, and the interest of the game can be enhanced.

[0409] (6) In the "Character Voice Preview", when the voice of the protagonist character is output from the speaker 52 with the weapon C image G303 representing "bullet" displayed on the protagonist character image G200, and when the voice of the protagonist character is output from the speaker 52 with the weapon C image G303 representing "bullet" not displayed on the protagonist character image G200, the probability that the voice of the protagonist character is output at the largest third volume is different. Therefore, the display mode of the protagonist character image G200 and the loudness of the voice of the protagonist character can be associated with each other, and the interest of the game can be enhanced.

[0410] <Modification Example of the Second Embodiment> Next, a modification example of the pachinko gaming machine PY1 described in 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 embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.

[0411] In the second embodiment, the "character voice notice" is performed in the "N reach" of the special figure variation effect. However, it may be performed before the "N reach" or after the "N reach".

[0412] Also, in the second embodiment, the "cut-in notice" is performed in the "SP reach" of the special figure variation effect. However, it may be performed after the "character voice notice", or it may be performed outside the "SP reach". For example, in the "N reach", the "cut-in notice" may be performed after the "character voice notice" is executed, or the "cut-in notice" may be performed in the "SPSP reach".

[0413] Also, in the second embodiment, the "roulette notice" is performed in the "SPSP reach" of the special figure variation effect. However, it may be performed after the "character voice notice", or it may be performed outside the "SPSP reach". For example, in the "N reach", the "roulette notice" may be performed after the "character voice notice" is executed, or in the "SP reach", the "roulette notice" may be performed before or after the "cut-in notice" is executed.

[0414] Also, in the second embodiment, the "character voice preview", "cut-in preview", and "roulette preview" are performed based on the result of the big win determination (fluctuation pattern), but they may also be performed based on the type of the stopped symbol in the special drawing. For example, when the stopped symbol in the special drawing is a "probability-variable symbol", the "character voice preview", "cut-in preview", and "roulette preview" may be performed. In this case, the "character voice preview", "cut-in preview", and "roulette preview" can suggest that a high-probability state is about to occur, and it is possible to enhance the amusement of the game.

[0415] Also, in the second embodiment, the "character voice preview", "cut-in preview", and "roulette preview" are performed during the variable display of the first special drawing in the non-time-limited state, but they may also be performed in a game state other than the non-time-limited state. For example, the "character voice preview", "cut-in preview", and "roulette preview" may be performed during the variable display of the second special drawing in the time-limited state.

[0416] Also, in the second embodiment, the display mode of the main character character image G200 displayed in the "character voice preview" changes with any operation of the four-way button 42 and the normal button 40, but it may change only with the operation of the four-way button 42, or it may change only with the operation of the normal button 40.

[0417] Also, in the second embodiment, an image of any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is added to the main character character image G200 displayed in the "character voice preview" by operating the normal button 40. However, the display mode of the main character character image G200 may change by operating the normal button 40, and it is not limited to adding other images. For example, the expression of the main character character may change each time the normal button 40 is operated.

[0418] In the second embodiment, the voice output in the "character voice preview" is the voice of the protagonist character, but other voices may be output. For example, sound effects such as "cuein" may be output, or sound effects may be output in addition to the voice of the protagonist character. In this case, it is preferable that the sound effects are output at the same volume as the volume selected by the voice volume selection table 123a2.

[0419] Also, in the second embodiment, the voice output in the "character voice preview" is the same voice regardless of the display mode of the protagonist character image G200, but different voices may be output according to the display mode of the protagonist character image G200.

[0420] Also, in the second embodiment, the types of volumes of the voice output in the "character voice preview" are three types: the first volume, the second volume, and the third volume, but the voice may be output at two types or four or more types of volumes.

[0421] <The invention disclosed in the second embodiment> Up to the previous paragraph in this [Mode for Carrying Out the Invention], the following invention AA is disclosed. In the description of invention AA, the names, expressions, and reference numerals used in the drawings of the corresponding configurations in the embodiments for carrying out the aforementioned 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 AA is a general term for the following inventions AA1 to AA4.

[0422] Also, for example, in the gaming machine described in Japanese Patent Application Laid-Open No. 2015-195889, an operation button operable by a player is provided, and an effect corresponding to the operation of the operation button may be performed. For example, in the gaming machine of Patent Document 1 below, when the operation button is operated, as a result, a jackpot preview suggesting the possibility of a jackpot is executed. In such a gaming machine, there is room for improvement in terms of the effect. Therefore, if gaming machines according to the following inventions AA1 to AA4 are realized, an improvement in the amusement of the game can be expected.

[0423] The gaming machine according to Invention AA1 is a gaming machine that conducts a game using symbols (special figures), and includes performance execution means (performance control microcomputer 121) that performs performance using performance means including operation means (normal button 40, cross button 42) operable by a player, voice output means (speaker 52) capable of outputting voice, and display means (image display device 50) capable of displaying an image. The performance execution means is capable of displaying a specific image (main character image G200) on the display means when the operation means is operated during variable display of the symbols, is capable of changing the display mode of the specific image when the operation means is operated during display of the specific image, and may output a predetermined voice (voice of the main character) from the voice output means after display of the specific image. This is the gist.

[0424] The gaming machine according to Invention AA2 is the gaming machine according to Invention AA1, wherein the display mode of the specific image includes a special display mode (weapon A image G301, weapon B image, weapon C image G303), and the performance execution means outputs the same voice (such as 'Chance', 'Congratulations') as the predetermined voice whether the predetermined voice is output after changing the specific image to the special display mode or without changing the specific image to the special display mode. This is the gist.

[0425] The gaming machine according to Invention AA3 is the gaming machine according to Invention AA2, wherein the voice output means has a case where the predetermined voice is output at a first volume (second volume) and a case where the predetermined voice is output at a second volume (first volume, third volume) different from the first volume. This is the gist.

[0426] The gaming machine according to Invention AA4 is a gaming machine according to Invention AA3, when the predetermined sound is output after the specific image changes to the special display mode, the probability that the predetermined sound is output at the second volume is higher than when the predetermined sound is output without the specific image changing to the special display mode. It is characterized by this.

[0427] <Third Embodiment> Hereinafter, the third embodiment will be described. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment or the first embodiment is also applicable to the third embodiment.

[0428] First, the front door 23 will be specifically described with reference to FIG. 50. FIG. 50 is a perspective view of the lower part of the front door 23. On the front surface of the front door 23, as shown in FIG. 50, a normal button 40, a handle 72k, and a four-way button 42 composed of four up, down, left, and right buttons are provided as operation parts operable by the player.

[0429] The handle 72k is a handle for firing a game ball toward the game board 1, and is equipped with a touch sensor (not shown) for detecting that the player is holding the handle 72k. When the handle 72k rotates to the right while the touch sensor is detected, the game ball is fired.

[0430] The four-way button 42 is a button used in the operation effect in the special figure variation effect, similar to the normal button 40, and includes an up button 42a corresponding to the upward direction, a down button 42b corresponding to the downward direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way button 42 is operated by the player, a predetermined image is displayed on the display unit 50a, the panel lamp 54 emits light in a predetermined light emission mode, or a predetermined sound is output from the speaker 52.

[0431] Next, with reference to FIG. 51, the on-board movable body 55k provided on the game board 1 will be described. As shown in FIG. 51(A), the on-board movable body 55k includes a left movable body 55Lk and a right movable body 55Rk. The left movable body 55Lk and the right movable body 55Rk each include a drive motor (not shown) and movable body LEDs 55LL and 55RL that can emit light.

[0432] Each drive motor is composed of a stepping motor that rotates at a rotational speed corresponding to the number of steps based on a pulse signal, and is electrically connected to the effect control microcomputer 121. The effect control microcomputer 121 can control the rotation of each drive motor to move the left movable body 55Lk and the right movable body 55Rk.

[0433] The left movable body 55Lk and the right movable body 55Rk are configured to be able to move between the standby position shown in FIG. 51(B) and the lowermost position shown in FIG. 51(C). The effect control microcomputer 121 can move one or both of the left movable body 55Lk and the right movable body 55Rk to an arbitrary position by controlling the rotation of each drive motor.

[0434] The movable body LEDs 55LL and 55RL are electrically connected to the effect control microcomputer 121, and the effect control microcomputer 121 can cause the movable body LEDs 55LL and 55RL to emit light to turn on or blink the left movable body 55Lk and the right movable body 55Rk.

[0435] In front of the movable body LEDs 55LL and 55RL, movable body lenses 55LLr and 55RLr for diffusing the light emitted by the movable body LEDs 55LL and 55RL are provided. The effect control microcomputer 121 can turn on or blink the left movable body 55Lk and the right movable body 55Rk in an arbitrary color through the movable body lenses 55LLr and 55RLr by causing the movable body LEDs 55LL and 55RL to emit light.

[0436] Next, with reference to FIGS. 52 to 58, the special figure variation effects that can be executed by the effect control microcomputer 121 according to the variation pattern selected by the game control microcomputer 101 will be described. The effect control microcomputer 121 can execute the following effects in the special figure variation effect in the non-time shortening state.

[0437] A. Normal Variation "Normal Variation" is an effect that may be performed in response to the start of the variable display of the special figure, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed. Since "Normal Variation" is the first to be performed in the special figure variation effect, it functions as an effect suggesting that the special figure variation effect has started.

[0438] B. Reach "Reach" is an effect that may be performed after "Normal Variation", and is an effect in which the left effect symbol EZ1 and the right effect symbol EZ3 stop and are displayed as the same type of effect symbol. Since "Reach" may be performed when the result of the big win determination is "big win selected", it functions as an effect suggesting that a big win game may be played. Also, since "Reach" may develop into reach effects such as "N Reach", "SP Reach", and "SPSP Reach" thereafter, it also functions as an effect suggesting that a reach effect may be performed.

[0439] C. N Reach "N Reach" is an effect that may be performed after "Reach" is established, and is a reach effect in which the variation speed of the middle effect symbol EZ2 gradually decreases. Since "N Reach" may be performed when the result of the big win determination is "big win selected", it functions as an effect suggesting that a big win game may be played.

[0440] D. SP Reach "SP Reach" is an effect that may occur after "N Reach" and is a reach effect where the protagonist character battles an enemy character. "SP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played.

[0441] E.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach" and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played. Also, when it develops from "SP Reach" to "SPSP Reach", the jackpot game is more likely to be played than when it does not develop from "SP Reach" to "SPSP Reach", so "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".

[0442] F. Character Voice Preview "Character Voice Preview" is an effect that may occur in "N Reach". In response to the operation of the normal button 40 and the four-way button 42, the voice of the protagonist character is output from the speaker 52, and at the same time, the movable body LEDs 55LL and 55RL of the on-board movable body 55k emit light. Since "Character Voice Preview" may develop into "SP Reach" afterwards, it functions as an effect suggesting the possibility of "SP Reach" being performed.

[0443] G. Gimmick Preview "Gimmick Preview" is an effect that may occur in "SP Reach". In response to the operation of the normal button 40, it is a preview effect in which the on-board movable body 55k operates. Since "Gimmick Preview" may develop into "SPSP Reach" afterwards, it functions as an effect suggesting the possibility of "SPSP Reach" being performed.

[0444] H. Roulette Preview "Roulette Preview" is an effect that may be performed in "SPSP Reach". It is a preview effect in which one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) according to the operation of the four-way button 42. Since the effect symbols EZ1, EZ2, and EZ3 may stop and be displayed as a winning triple after the "Roulette Preview", it functions as an effect suggesting that a winning game may be played.

[0445] Next, with reference to FIG. 52, the effect flow of the main special symbol variation effects executed in the non-time-saving state will be described. In each effect constituting the effect flow, the effect control microcomputer 121 can display an effect image on the display unit 50a, and execute a light emission effect using the frame lamp 53 and the panel lamp 54, and a sound effect using the speaker 52, in response to the display of the effect image.

[0446] As shown in FIG. 52(A), in the special symbol variation effects with the variation patterns of "SPSP Jackpot Variation" and "SPSP Loss Variation", an effect flow composed of "Normal Variation" → "Reach" → "N-Reach" → "SP-Reach" → "SPSP Reach" is executed. In these special symbol variation effects, "Character Voice Preview" may be performed in "N-Reach", "Gimmick Preview" may be performed in "SP-Reach", and "Roulette Preview" may be performed in "SPSP Reach".

[0447] Also, as shown in FIG. 52(B), in the special symbol variation effects with the variation patterns of "SP Jackpot Variation" and "SP Loss Variation", an effect flow composed of "Normal Variation" → "Reach" → "N-Reach" → "SP-Reach" is executed. In these special symbol variation effects, "Character Voice Preview" may be performed in "N-Reach", and "Gimmick Preview" may be performed in "SP-Reach".

[0448] Also, as shown in FIG. 52(C), in the special figure variation effect where the variation pattern is "N loss variation", an effect flow composed of "normal variation" → "reach" → "N reach" is executed. Note that in this special figure variation effect, "character voice preview", "gimmick preview", and "roulette preview" are not performed.

[0449] Also, as shown in FIG. 52(D), in the special figure variation effect where the variation pattern is "normal loss variation", an effect flow composed of only "normal variation" is executed. Note that in this special figure variation effect, "character voice preview", "gimmick preview", and "roulette preview" are not performed.

[0450] Next, the main effects executed in the special figure variation effect will be specifically described. Note that in the special figure variation effect described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.

[0451] First, the "character voice preview" will be specifically described. The effect control microcomputer 121 can execute the "character voice preview" in the "N reach" of the special figure variation effect where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP loss variation", or "SP loss variation".

[0452] In the performance memory unit 121b of the dedicated microcomputer 121 for performance control, as shown in FIG. 53, a character voice preview selection table 123a4 and a gimmick light amount selection table 123a5 are stored. The dedicated microcomputer 121 for performance control can select whether to execute the "character voice preview" using the character voice preview selection table 123a4 and the type of voice when executing the "character voice preview". When executing the "character voice preview", the light amounts of the movable body LEDs 55LL and 55RL can be selected using the gimmick light amount selection table 123a5. There are two types of voice types, "Chance" and "Congratulations", and there are three light amounts, the first to the third, for the light amounts of the movable body LEDs 55LL and 55RL. Although details will be described later, the light amounts of the movable body LEDs 55LL and 55RL vary depending on the type of weapon displayed by operating the normal button 40 in the "character voice preview".

[0453] FIG. 54(A) is a diagram showing the content of the character voice preview selection table 123a4. The dedicated microcomputer 121 for performance control selects whether to execute the "character voice preview" and the type of voice when executing the "character voice preview" by referring to the type of variation pattern.

[0454] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "character voice preview" with the voice of "Chance" is selected at a rate of 70%, the execution of the "character voice preview" with the voice of "Congratulations" is selected at a rate of 20%, and the non-execution of the "character voice preview" is selected at a rate of 10%.

[0455] Also, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), the execution of the "character voice preview" with the voice of "Chance" is selected at a rate of 50%, the non-execution of the "character voice preview" is selected at a rate of 50%, and the execution of the "character voice preview" with the voice of "Congratulations" is not selected.

[0456] Also, when the variation pattern is "N losing variation" (THP013), the non-execution of the "character voice preview" is selected at a rate of 100%, and the execution of the "character voice preview" of the voice "Chance" and the execution of the "character voice preview" of the voice "Congratulations" are not selected.

[0457] That is, the execution of the "character voice preview" of the voice "Congratulations" is set to be selected only when the result of the jackpot determination corresponds to the variation pattern of "jackpot win", and the "character voice preview" of the voice "Congratulations" functions as an effect suggesting that a jackpot game is being played.

[0458] Also, the execution of the "character voice preview" is set to be selected only when the variation pattern includes "SP reach" in the effect flow, and the "character voice preview" functions as an effect suggesting the development into "SP reach".

[0459] In the third embodiment, the execution of the "character voice preview" is set to be selected only when the variation pattern includes "SP reach" in the effect flow. However, even for a variation pattern that does not include "SP reach" in the effect flow, the execution of the "character voice preview" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "character voice preview" for the variation pattern that does not include "SP reach" in the effect flow than for the variation pattern that includes "SP reach" in the effect flow. Note that the selection ratio indicated by the character voice preview selection table 123a4 shown in FIG. 54(A) can be changed as appropriate.

[0460] Figure 54(B) is a diagram showing the contents of the gimmick light quantity selection table 123a5. The effect control microcomputer 121 refers to the type of variation pattern and the type of weapon that has changed when the player operates the normal button 40 in the "character voice preview", and selects the light quantities of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview". Although details will be described later, there are three types of weapon types: "gold bar", "dagger", and "bullet".

[0461] Specifically, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is "gold bar", the first light quantity is selected at a ratio of 70% and the second light quantity is selected at a ratio of 30%, and the third light quantity is not selected.

[0462] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is "dagger", the second light quantity is selected at a ratio of 70% and the third light quantity is selected at a ratio of 30%, and the first light quantity is not selected.

[0463] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is "bullet", the third light quantity is selected at a ratio of 100%, and the first light quantity and the second light quantity are not selected.

[0464] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), regardless of the weapon type, the second light quantity is selected at a ratio of 100%, and the first light quantity and the third light quantity are not selected.

[0465] That is, only in the case of a variation pattern corresponding to the result of the big win determination being "big win win", the first light quantity and the third light quantity are set to be selected, and the "character voice preview" in which the movable body LEDs 55LL and 55RL emit light with the first light quantity or the third light quantity functions as an effect suggesting that a big win game is being played.

[0466] Also, in the case of a variation pattern corresponding to a "miss" result in the jackpot determination, regardless of the type of weapon, the second light quantity is always set to be selected. On the other hand, in the case of a variation pattern corresponding to a "jackpot win" result in the jackpot determination, when the type of weapon is a "metal bar", the first light quantity is more likely to be selected than the second light quantity, and when the type of weapon is a "dagger", the second light quantity is more likely to be selected than the third light quantity. The "character voice preview" when the type of weapon is a "metal bar" functions as an effect that more easily suggests that a jackpot game will be played than the "character voice preview" when the type of weapon is a "dagger".

[0467] Also, it is set such that when the type of weapon is a "metal bar", the first light quantity is more likely to be selected, when the type of weapon is a "dagger", the second light quantity is more likely to be selected, and when the type of weapon is a "bullet", the third light quantity is more likely to be selected. Regarding the "character voice preview" when a "metal bar" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light with the first light quantity is high. Regarding the "character voice preview" when a "dagger" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light with the second light quantity is high. Regarding the "character voice preview" when a "bullet" is displayed, it can be said that the probability that the movable body LEDs 55LL and 55RL emit light with the third light quantity is high. Note that the selection ratios shown by the gimmick light quantity selection table 123a5 shown in FIG. 54(B) can be changed as appropriate.

[0468] In the third embodiment, the selected light quantity is made different according to the type of variation pattern, but the same light quantity may be selected regardless of the type of variation pattern. For example, when the type of weapon is a "metal bar", the first light quantity may always be selected, when the type of weapon is a "dagger", the second light quantity may always be selected, and when the type of weapon is a "bullet", the third light quantity may always be selected.

[0469] When the dedicated microcomputer 121 for performance control executes a "character voice preview" in a special figure variable performance, it executes the "character voice preview" with the voice type and light amount selected by the character voice preview selection table 123a4 and the gimmick light amount selection table 123a5.

[0470] Figs. 55(A) to 55(F) and Figs. 56(A) to 56(F) are diagrams showing how the "character voice preview" is performed. In the special figure variable performance, when "reach" is achieved and "N reach" is performed as shown in Fig. 55(A), the "character voice preview" is performed.

[0471] In the "character voice preview", the operation of the four-way button 42 becomes effective, and as shown in Fig. 55(B), a four-way button image G300 imitating the four-way button 42 is displayed at the lower center of the display unit 50a. The four-way button image G300 is composed of an upper button image G300a imitating the upper button 42a, a lower button image G300b imitating the lower button 42b, a left button image G300c imitating the left button 42c, and a right button image G300d imitating the right button 42d. Only the left button image G300c and the right button image G300d blink and are displayed to prompt the player to operate the left button 42c or the right button 42d.

[0472] When the player operates the left button 42c or the right button 42d while the four-way button image G300 is displayed, the protagonist character image G200 is displayed on the display unit 50a. This protagonist character image G200 has two types of images: an image representing the protagonist character with a headband as shown in Fig. 55(C) and an image representing the protagonist character without a headband as shown in Fig. 55(D). Each time the player operates the left button 42c or the right button 42d, the displayed image switches. In the third embodiment, the protagonist character image G200 is displayed by operating the four-way button 42, but it may also be displayed before the operation of the four-way button 42. For example, the protagonist character image G200 may be displayed simultaneously with the display of the four-way button image G300.

[0473] When a predetermined time (e.g., 3 seconds) elapses after the four-way button image G300 is displayed, the four-way button image G300 is erased, and the protagonist character image G200 being displayed at that time is fixedly displayed. FIG. 55(E) shows a case where the protagonist character image G200 with a headband is fixedly displayed.

[0474] When the protagonist character image G200 is fixedly displayed, the operation of the normal button 40 becomes effective, and as shown in FIG. 55(F), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a.

[0475] When the player operates the normal button 40 while the normal button image G31 is being displayed, as shown in FIG. 56(A), a weapon A image G301 is displayed on the protagonist character image G200. The weapon A image G301 is an image representing one 'gold bar', suggesting that the protagonist character is equipped with a 'gold bar'.

[0476] After that, when the player further operates the normal button 40, as shown in FIG. 56(B), the weapon A image G301 changes to a weapon B image G302. The weapon B image G302 is an image representing two'short swords', suggesting that the protagonist character is equipped with'short swords'.

[0477] After that, when the player further operates the normal button 40, as shown in FIG. 56(C), the weapon B image G302 changes to a weapon C image G303. The weapon C image G303 is an image representing three 'bullets', suggesting that the protagonist character is equipped with 'bullets'.

[0478] In FIGS. 56(A) to 56(C), the case where the weapon A image G301, the weapon B image G302, or the weapon C image G303 is displayed on the protagonist character image G200 with a headband wrapped around the head is illustrated. However, when the protagonist character image G200 without a headband wrapped around the head is fixedly displayed, each time the normal button 40 is operated, the weapon A image G301, the weapon B image G302, or the weapon C image G303 is displayed on the protagonist character image G200 without a headband wrapped around the head. When a weapon image is displayed on the protagonist character image G200, even if the four-way button 42 is operated, the weapon image does not change.

[0479] In the third embodiment, when the weapon C image G303 is displayed on the protagonist character image G200, even if the player further operates the normal button 40, the display of the weapon C image G303 is maintained. However, by further operating the normal button 40, the weapon C image G303 may be returned to the weapon A image G301.

[0480] When a predetermined time (e.g., 3 seconds) elapses after the normal button image G31 is displayed, the normal button image G31 is erased, and the weapon image displayed at that time is fixedly displayed. FIG. 56(D) shows the case where the weapon C image G303 is fixedly displayed. If the normal button 40 is not operated even once, none of the weapon images are displayed.

[0481] When a predetermined time (e.g., 2 seconds) elapses after the normal button image G31 is erased, the voice of the protagonist character is output from the speaker 52, and the movable body LEDs 55LL and 55RL emit light intermittently in white (the on-board movable body 55k blinks in white). At this time, when 'Chance' is selected by the character voice preview selection table 123a4, as shown in FIG. 56(E), the voice of the protagonist character saying 'Chance' is output from the speaker 52. When 'Congratulations' is selected by the character voice preview selection table 123a4, as shown in FIG. 56(F), the voice of the protagonist character saying 'Congratulations' is output from the speaker 52.

[0482] Also, the movable body LEDs 55LL and 55RL emit light with the light amount selected by the gimmick light amount selection table 123a5, and emit light with any one of the first light amount, the second light amount, and the third...

Claims

1. A game control means capable of controlling the game to a favorable game state based on the result of the determination; A performance control means capable of controlling a performance; A gaming machine including a display means having a display screen, The performance control means includes: When the display screen is controlled to the advantageous gaming state, an advantageous name display effect is executed to display an advantageous name related to the advantageous gaming state, The advantageous name display performance includes an advantageous name introduction period from the start of the moving display of at least a part of the advantageous name to the end of the moving display of at least a part of the advantageous name, and an advantageous name display period from the start of the display of the advantageous name at a predetermined position to the end of the display of the advantageous name at the predetermined position, During the advantageous name introduction period, at least a part of the advantageous name is displayed in a moving manner so that the characters constituting the advantageous name are not all visible on the display screen, A gaming machine characterized in that during the advantageous name display period, the advantageous name is displayed at the specified position at a size such that the entire characters constituting the advantageous name are visible on the display screen.

2. 2. The gaming machine according to claim 1, The advantageous gaming state includes a first advantageous gaming state and a second advantageous gaming state different from the first advantageous gaming state, The performance control means includes: When controlled to the first advantageous gaming state, a first advantageous name display effect is executed to display a first advantageous name related to the first advantageous gaming state; When the game is controlled to the second advantageous game state, a second advantageous name display effect is executed to display a second advantageous name related to the second advantageous game state; The first advantageous name display performance includes a first advantageous name introduction period from when the moving display of at least a part of the first advantageous name starts to when the moving display of at least a part of the first advantageous name ends, and a first advantageous name display period from when the display of the first advantageous name at a first predetermined position starts to when the display of the first advantageous name at the first predetermined position ends, During the first advantageous name introduction period, at least a part of the first advantageous name is displayed in a moving manner such that the entire characters constituting the first advantageous name are not visible on the display screen, During the first advantageous name display period, the first advantageous name is displayed at the first predetermined position with a size such that the entire characters constituting the first advantageous name are visible on the display screen, The second advantageous name display performance includes a second advantageous name introduction period from when the moving display of at least a part of the second advantageous name starts to when the moving display of at least a part of the second advantageous name ends, and a second advantageous name display period from when the display of the second advantageous name starts at a second predetermined position to when the display of the second advantageous name at the second predetermined position ends, During the second advantageous name introduction period, a part of the second advantageous name is displayed in a moving manner such that the entire characters constituting the second advantageous name are not visible on the display screen, During the second advantageous name display period, the second advantageous name is displayed at the second predetermined position with a size such that the entire characters constituting the second advantageous name are visible on the display screen, A gaming machine characterized in that the time from the start of the first advantageous name introduction period to the end of the first advantageous name display period is different from the time from the start of the second advantageous name introduction period to the end of the second advantageous name display period.

3. 3. The gaming machine according to claim 1, The performance control means includes: When a reach effect is executed on the display screen, a reach name display effect is executed that displays a reach name related to the reach effect, The reach name display performance includes a reach name introduction period from when at least a part of the reach name starts to be displayed until when at least a part of the reach name ends to be displayed, and a reach name display period from when the reach name starts to be displayed at a specific position to when the reach name ends to be displayed at the specific position, During the reach name introduction period, a part of the reach name is displayed in a moving manner at a size such that the entire characters constituting the reach name are not visible, During the reach name display period, the reach name is displayed at the specific position with a size such that the entire characters constituting the reach name are visible on the display screen, A gaming machine characterized in that the time from the start of the advantageous name introduction period to the end of the advantageous name display period is different from the time from the start of the reach name introduction period to the end of the reach name display period.

Citation Information

Patent Citations

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