Game machine

By implementing effect control means to vary the rotation speed of effect symbols, the pachinko gaming machine addresses the lack of variability in existing systems, enhancing gaming interest and engagement.

JP2025092627AInactive Publication Date: 2025-06-19SANSEI R&D KK
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Patent Information

Application Number
JP2025055257
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

Existing pachinko gaming machines lack variability in rotation speed during effect symbol displays, leading to decreased gaming interest.

Method used

The gaming machine incorporates effect control means to execute different effects, displaying first and second effect symbols at varying rotation speeds on a display screen, enhancing visual engagement.

Benefits of technology

This approach provides a novel gaming experience by varying the rotation speed of effect symbols, thereby increasing player interest and engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine that can provide new game amusement properties.SOLUTION: A Pachinko game machine PY1 includes a microcomputer 121 for performance control. The microcomputer 121 for performance control can execute a simple variation performance or a slow variation performance suggesting that a winning expectation degree is higher than that in the simple variation performance, can variably display a plurality of performance patterns EX1, EX2, and EX3 while executing the simple variation performance, and can variably display a plurality of performance patterns EY1, EY2, and EY3 while executing the slow variation performance. The microcomputer 121 for performance control can variably display the plurality of performance patterns EX1, EX2, and EX3 in a second display region 50a2 of a display screen 50a at a first rotation speed while executing the simple variation performance, and can variably display the plurality of performance patterns EY1, EY2, and EY3 in a third display region 50a3 of the display screen 50a at a second rotation speed slower than the first rotation speed while executing the slow variation performance.SELECTED DRAWING: Figure 192
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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, during the execution of a variable effect, a plurality of effect symbols indicating the result of a winning determination are variably displayed and then stopped and displayed through variable display.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, depending on the effect, the rotation speed when a plurality of effect symbols are variably displayed does not change, and there is room for improvement in the gaming interest.

[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 providing a novel gaming interest.

Means for Solving the Problems

[0006] The gaming machine of the present invention is provided with effect control means capable of controlling an effect and display means having a display screen, in a gaming machine, the effect control means is capable of executing a first effect or a second effect suggesting that the winning expectation for a win is higher than that of the first effect, during the execution of the first effect, capable of variably displaying a plurality of first effect symbols indicating the result of a winning determination, During the execution of the second effect, a plurality of second effect symbols indicating the result of a hit determination can be variably displayed. During the execution of the first effect, the plurality of first effect symbols can be variably displayed at a first rotation speed in a predetermined display area of the display screen. A gaming machine characterized in that during the execution of the second effect, the plurality of second effect symbols can be variably displayed at a second rotation speed slower than the first rotation speed in a specific display area of the display screen.

Effect of the Invention

[0007] According to the present invention, it is possible to provide a novel gaming interest.

Brief Description of the Drawings

[0008]

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Embodiments 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 descriptions regarding the same parts are omitted in principle. In this specification, for the sake of simplifying the description, the names of information, signals, physical quantities, members, etc. corresponding to the symbols or signs indicating them may be omitted or abbreviated by writing the symbols or signs. Also, if there is an arbitrary flowchart described later, in that flowchart, the plurality of processes in an arbitrary plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where no contradiction occurs in the processing content.

[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 the 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 (the 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] Further, 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 speaker 52 is installed at the upper left and upper right portions of the front door 23 and outputs, for example, BGM (Back Ground Music) and sound effects. The frame lamp 53 is installed at the left and right portions of the front door 23 around the transparent plate 23t and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper portion of the front door 23. Further, the frame movable body 58k is provided with a drive motor (not shown) and is configured to be movable up and down by the drive motor as shown in FIG. 1, for example. Note that the movement of the frame movable body 58k may be other than up and down movement.

[0015] Further, 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, etc. The normal button 40 is provided with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and capable of vibrating by the vibration motor. On the other hand, the special button 41 is provided with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and 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 of a cross key, a touch panel, etc.

[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 the game balls launched by the operation of the handle 72k can flow down (fall). In the game area 6, game pins (not shown) that change the flow direction of the game balls are installed, and a winning device through 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 the game balls can enter. When the game balls enter 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 the game balls enter 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 so 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 the game balls can enter. When the game balls enter 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 the game balls enter 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 the game balls enter 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 the second start opening 12 in either a closed state (closed mouth state) where the game balls do not enter or enter with difficulty, or an open state (open state) where the game balls enter the second start opening 12 more easily than 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 game machine PY1 acquires the right to receive the hit determination described later. Note that even if a game ball passes through Gate 13, the pachinko game 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 game balls can enter. When a game ball enters the first large winning opening 14, the pachinko game 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 is provided with a first opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the first opening / closing door 14k, thereby setting it to either a closed state (closed mouth 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 game balls can enter. When a game ball enters the second large winning opening 15, the pachinko game 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 is provided with a second opening / closing door 15k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the second opening / closing door 15k, thereby setting it to either a closed state (closed mouth 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 opening 10 is installed in the lower left part and the lower right part of the game area 6 so that game balls can enter. When a game ball enters the general winning opening 10, the pachinko game 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 part 50a composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display part 50a and is composed of, for example, a plurality of LEDs. The right hitting lamp 54a is installed to the right of the display part 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 part 50a. The movable body 55k on the board is equipped with a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. Note that the movement of the movable body 55k on the board may be other than up and down movement.

[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 (the variable display (fluctuating display) and stop display of the special figure (special symbol), the variable display (fluctuating display) and stop display of the general figure, the number of reserved special figures 1, the number of reserved special figures 2, the number of reserved general figures, the current game state, the right hitting state, etc., which will be described later) by a combination 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 figure game and a general figure game using game balls launched by operating the handle 72k.

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

[0029] The right to receive a jackpot determination is, for example, a random value, and the pachinko gaming machine PY1 performs a jackpot determination based on the acquired random 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 gaming machine PY1 performs a jackpot determination due to a winning of the game ball into the first start port 11, 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 part of the display devices 8 blink. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the first special figure in a mode indicating the result of the jackpot determination. As the mode of the stop display of the first special figure, there are a mode indicating a jackpot win (for example, two LEDs in the upper left part are lit), a mode indicating a minor jackpot win (for example, only one of the LEDs in the upper left part is lit), and a mode indicating a loss (for example, only the other LED in the upper left part is lit).

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

[0032] Also, when a game ball wins in the first start port 11 during the variable display of the special figure, the pachinko gaming machine PY1 performs a pre-reading determination, which will be described later, and stores the right to receive the obtained jackpot determination as a reservation for special figure 1. On the other hand, when a game ball wins in the second start port 12 during the variable display of the special figure, the pachinko gaming machine PY1 performs a pre-reading determination and stores the right to receive the obtained 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 in which they are stored.

[0033] The pre-reading determination is to pre-determine whether a jackpot game will be played (whether a jackpot win will be determined in the jackpot determination) before the jackpot determination. If a jackpot game is played, it is 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 variation patterns can be determined, in the pre-reading determination, a variation pattern pre-determination may be performed to pre-determine the variation pattern to be determined.

[0034] When the pachinko gaming machine PY1 stores the retention of Special Figure 1 or the retention of Special Figure 2, it notifies the player of the number. The number of retained 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 retained Special Figure 1 is "1", only one LED lights up; when the number of retained Special Figure 1 is "2", only two LEDs light up; when the number of retained Special Figure 1 is "3", only one LED blinks; when the number of retained Special Figure 1 is "4", only two LEDs blink. On the other hand, the number of retained 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 retained Special Figure 2 is "1", only one LED lights up; when the number of retained Special Figure 2 is "2", only two LEDs light up; when the number of retained Special Figure 2 is "3", only one LED blinks; when the number of retained 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 mode indicating a jackpot win, it conducts a jackpot game. The jackpot game, details of which will be described later, is a game in which a plurality of (for example, 10) round games in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened are conducted. Since the jackpot game gives the player an opportunity to win a game ball (an opportunity to receive bonus balls) by the opening of the First Big Prize Opening 14 or the Second Big Prize Opening 15, it is a game advantageous to the player. Note that the jackpot game ends when all of the plurality of round games are conducted.

[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 mode indicating a minor win, it conducts a minor win game. The minor win game, details of which will be described later, is a game in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened for a predetermined time (for example, 5 seconds). Since the minor win game gives the player an opportunity to win a game ball (an opportunity to receive bonus balls) by the opening of the First Big Prize Opening 14 or the Second Big Prize Opening 15, it is a game advantageous to the player.

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

[0038] The winning determination is used to decide whether to conduct an auxiliary game. If an auxiliary game is conducted, it is considered a winning outcome; if no auxiliary game is conducted, it is considered a losing outcome.

[0039] When the pachinko gaming machine PY1 makes a winning determination upon a game ball winning through gate 13, it performs variable display of the general pattern. The variable display of the general pattern is a display where multiple LEDs in the upper right corner 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 gaming machine PY1 performs a stop display of the general pattern in a manner indicating the result of the winning determination. As the modes of the stop display of the general pattern, there are a mode indicating a winning outcome (for example, all LEDs are lit) and a mode indicating a losing outcome (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 gaming machine PY1 stores the acquired right to receive the winning determination as a general pattern hold. The pachinko gaming machine PY1 can store up to a predetermined number (for example, 2) of general pattern holds. After the stop display of the general pattern, the pachinko gaming machine PY1 makes a winning determination for the general pattern hold.

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

[0042] After the normal diagram is stopped and displayed in a manner indicating a winning selection, 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 gives 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 can take one or more of four types of game states, excluding the big win game state in which a big win game is conducted, namely, the "low probability low base game state" (also referred to as the "normal game state"), the "low probability high base game state" (also referred to as the "time-saving game state"), the "high probability low base game state" (also referred to as the "potential win game state"), and the "high probability high base game state" (also referred to as the "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 potential win game state may be abbreviated as the potential win state, and the probability change game state may be abbreviated as the probability 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 favorable to 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 the "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] In addition, 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". The specific losses include the specific loss at the specific number of times (for example, 900 times) when all jackpot determinations result in losses, and the specific proportion (for example, 1 / 200) of losses among the losses in the jackpot determination. The pachinko machine PY1 enters the "low-probability high-base game state" after the variable display of the special figure that has resulted in a specific loss ends (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 winning a big hit in the big hit determination is the normal probability (for example, 1 / 300), and the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of winning a big hit in the big hit 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 hit winning 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 a prize in the second start port 12 (for example, a state where it is difficult or impossible to win a hit in the hit determination or a state where the opening time of the second start port 12 is relatively short), and the "low probability high base 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 a prize in the second start port 12 (for example, a state where it is easy to win a hit in the hit determination or a state where the opening time of the second start port 12 is relatively long). Therefore, regarding the second start port 12 (regarding the ease of a game ball winning a prize in the second start port 12), it can be said that the "low probability high base 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] Note that since the non-time-saving state is a state where it is difficult or impossible for a game ball to win a prize in the second start port 12, it can be said that the "low probability low base game state" and the "high probability low base game state" are game states where it is easier for a game ball to win a prize in the first start port 11 than in the second start port 12. On the other hand, since the time-saving state is a state where it is easy for a game ball to win a prize in the second start port 12, it can be said that the "low probability high base game state" and the "high probability high base game state" are game states where it is easier for a game ball to win a prize in the second start port 12 than in the first start port 11.

[0052] In addition, in the non-time-reduced 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-reduced 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. When the setting change switch is in the upper position, it is called "Setting 1". When the setting change switch is in the middle position, it is called "Setting 2". When the setting change switch is in the lower position, it is called "Setting 3". In "Setting 1", the jackpot winning probability in the normal probability state is the first probability (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 types of jackpot games out 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 opening 14 or the second large winning opening 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 opening 14 or the second large winning opening 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 opening 14 or the second large winning opening 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 later enter the "low probability and low base game state" and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first 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] In addition, 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 in which the first big winning opening 14 is opened and any round game in which the second big winning opening 15 is opened, the player has an opportunity to win a prize (an opportunity to receive bonus balls), so 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 in which 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 in which 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 it can be said that the big win game state in which either the "Big Win Game Wα" or the "Big Win Game Yα" is played is a more advantageous game state for the player than the big win game state in which either the "Big Win Game Xα" or the "Big Win Game Zα" is played.

[0061] In addition, "Big Hit Game Wα" and "Big Hit Game Xα" belong to the so-called electrically supported big hit games in which the game state becomes a time-saving state, and "Big Hit Game Yα" and "Big Hit Game Zα" belong to the so-called non-electrically supported big hit games in which the game state becomes a non-time-saving state. Therefore, it can be said that "Big Hit Game Wα" and "Big Hit Game Xα" are more advantageous big hit games for the player than "Big Hit Game Yα" and "Big Hit Game Zα" 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 hit game state in which either "Big Hit Game Wα" or "Big Hit Game Xα" is played can be said to be a more advantageous game state for the player than the big hit game state in which either "Big Hit Game Yα" or "Big Hit Game Zα" is played.

[0062] Note that the big hit game state can also be said to be a right-handed state because the player plays the game by firing 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.

[0063] Here, the flow of the big hit game will be described. FIG. 4(A) is a time chart showing the flow of the big hit game. Here, a big hit 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 until a predetermined number (for example, 10) of game balls win in the first big winning port 14. When the first-round round game ends, a round interval (also referred to as "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) elapses. When the round IT ends, the second-round round game starts. Then, when the final round game (for example, the tenth-round round game) ends, a 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. Small jackpot game Next, the small 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 small jackpot game as a game different from the jackpot game. Different from the jackpot game, the small jackpot game is a game in which the game state is not changed thereafter. For example, when the small 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 small jackpot game. In the small jackpot game, the pachinko gaming machine PY1 opens either the first big winning port 14 or the second big winning port 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 of 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, and 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 at 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 playability of the pachinko machine PY1, the minor winning game may not be performed.

[0067] 7. Auxiliary Game Next, the auxiliary game performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko machine PY1 can perform an auxiliary game as a game different from the jackpot game and the minor 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 shortening 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 shortening 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 diagram, 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-short state or the second opening time in the time-short 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 sure-variable effect mode, a time-short effect mode, and a big-win effect mode as the effect modes.

[0071] The waiting customer presentation mode is a presentation mode that may be set when the stop display of the special figure is being performed (when the variable display of the special figure is not being performed) in the "low probability low base game state", "low probability high base game state", "high probability low base game state", and "high probability high base game state". In the waiting customer presentation mode, it is suggested to the player that the variable display of the special figure is being waited for. The pachinko machine PY1 can perform a waiting customer presentation during the setting of the waiting customer presentation mode. As shown in FIG. 5(A-1), the waiting customer presentation is a presentation in which a waiting customer demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a. Also, when, for example, the normal button 40 is operated during the display of the waiting customer demo video G100, the pachinko machine PY1 may display a setting screen G101 for setting the presentation of the pachinko machine PY1 on the display unit 50a as shown in FIG. 5(A-2). The pachinko machine PY1 enables setting of the presentation of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the presentation include volume setting of the sound output from the speaker 52, brightness setting of the display unit 50a (also referred to as "light quantity setting"), frequency setting of the executed presentation (also referred to as "presentation setting"), etc.

[0072] The normal presentation mode is a presentation 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 presentation mode, it is suggested to the player that it is a non-time-saving state. In the normal presentation mode, the pachinko machine PY1 displays, for example, a 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 presentation mode is not limited to only the normal background image G102, and a plurality of types of backgrounds may be displayed in order or randomly.

[0073] The probability-variable display mode is a display mode that may be set over one or more variable displays of special symbols in the "high-probability high-base game state". In the probability-variable display 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 display 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 display mode is not limited to the probability-variable background image G103, and a plurality of types of backgrounds may be displayed in order or randomly.

[0074] The time-reduced display mode is a display mode that may be set over one or more variable displays of special symbols in the "low-probability high-base game state". In the time-reduced display 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 display 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 display mode is not limited to the time-reduced background image G104, and a plurality of types of backgrounds may be displayed in order or randomly.

[0075] The jackpot display mode is a display mode set in the jackpot game state. In the jackpot display mode, it is suggested to the player that the jackpot game is being executed. In the pachinko machine PY1, in the jackpot display 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 display".

[0076] Also, in the pachinko machine PY1, in the jackpot display mode, during the round game, as shown in FIG. 5(C-2), a round image G109 indicating the number of rounds, 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 display".

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

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

[0079] 8-2. Special Symbol Variation Presentation Next, the special symbol variation presentation (also referred to as the "variation presentation") will be described with reference to FIGS. 6 to 8. The special symbol variation presentation is a presentation for suggesting the result of the jackpot determination. When the variable display of the special symbol is started on the pachinko gaming machine PY1, in parallel with the variable display of the special symbol, a special symbol variation presentation using presentation symbols is executed. As shown in FIG. 6(A), the presentation symbols are composed of a left presentation symbol EZ1, a middle presentation symbol EZ2, and a right presentation symbol EZ3.

[0080] In the special symbol variation presentation of the pachinko gaming machine PY1, the presentation 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 presentation symbols is in progress. The presentation symbols EZ1, EZ2, and EZ3 are composed of, for example, numeral symbols from "1" to "9" respectively. In the variable display of the presentation symbols EZ1, EZ2, and EZ3, the presentation symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special symbol and stop with the stop display of the special symbol. Then, the result of the jackpot determination is suggested by the stop display state of the presentation 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 of the pachinko gaming machine PY1, as shown in FIG. 6(B), the variable display of the performance symbols EZ1, EZ2, and EZ3 is started. 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 pattern). 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 pattern) 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 big win game may be played.

[0084] In the pachinko machine PY1, during the N-reach, as shown in Fig. 7(A), the variation speed of the middle effect symbol EZ2 is gradually decelerated. Then, when the pachinko machine PY1 results in a miss in the N-reach, as shown in Fig. 7(B), the middle effect symbol EZ2 is stopped, and the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a reach miss (so-called reach miss pattern). The manner suggesting a reach miss 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 machine PY1 develops into an SP-reach after the N-reach, the middle effect symbol EZ2 is not stopped. Note that the effect content of the N-reach can be changed as appropriate.

[0085] 8-2-3. SP Reach The pachinko machine PY1 can perform an SP-reach after the N-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 big win 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!". Thereafter, 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 being happy and victorious in the battle so as to suggest the jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a mode (so-called double-zero) suggesting the jackpot. Also, if the pachinko gaming machine PY1 misses during the SP reach, as shown in Fig. 8(C-2), it displays the enemy character being happy and victorious in the battle so as to suggest the miss, and stops and displays the effect 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 SP-SP reach after this SP reach, it does not stop the middle effect symbol EZ2. Note that the content of the SP reach effect can be changed as appropriate.

[0087] 8-2-4. SP-SP Reach The pachinko gaming machine PY1 can perform an SP-SP reach after the SP reach. The SP-SP reach is, for example, a reach effect in which a battle between the protagonist character and a powerful enemy character is displayed, and functions as an effect suggesting a high possibility of a 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 in which the protagonist character and the powerful enemy character battle on the display unit 50a. When approaching the final stage of the battle, if the pachinko gaming machine PY1 is 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 is a miss 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 miss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting a reach miss. Note that the content of the SPSP reach effect 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 miss and 100% when the result of the jackpot determination is a jackpot win, while setting the execution probability of the SP reach to 4% when the result of the jackpot determination is a miss and 100% when the result of the jackpot determination is a jackpot win, the jackpot expectancy for the SP reach can be made higher than the jackpot expectancy for the N reach.

[0090] Also, for example, when the execution probability of SP reach is set to 4% if the jackpot determination result is a miss and 100% if the jackpot determination result is a jackpot win, and the execution probability of SPSP reach is set to 2% if the jackpot determination result is a miss and 100% if the jackpot determination result is a jackpot win, the jackpot expectation for SPSP reach can be made higher than the jackpot expectation for SP reach. In this way, for an executable effect, by presetting the execution probability according to the result of the jackpot determination, the jackpot expectation 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 at the lower part of the display unit 50a. As shown in Fig. 10(A), the reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko machine PY1 displays the reserved icon HA in each display area 50d1, 50d2, 50d3, 50d4 according to the special figure 1 reserved number or the special figure 2 reserved number. For example, when the special figure 1 reserved number is "1", the reserved icon HA is displayed in the first display area 50d1, and when the special figure 1 reserved number is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. Note that both the special figure 1 reserved number and the special figure 2 reserved number may be displayed in the reserved icon display area 50d, or only one of the special figure 1 reserved number and the special figure 2 reserved number may be displayed. Also, the number of display areas constituting the reserved icon display area 50d can be changed as appropriate.

[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 machine PY1 starts the variable display in 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 machine PY1, the icon TA may not be displayed.

[0094] 8-3-1. Hold performance The pachinko 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 in the special figure is not being performed and the number of holds in special figure 1 is "0", the pachinko machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two game balls win the first start port 11 during the variable display in the special figure, the pachinko 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 machine PY1 starts a new variable display in 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 panel 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. As shown in FIG. 11(A), the movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a. The pachinko gaming machine PY1 displays the effect image G4 in a space on the display unit 50a that does not overlap with the on-board movable body 55k in the movable body performance. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to the normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case of developing to SPSP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be changed as appropriate.

[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. In the operation effect, 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"), 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. When the normal button 40 is 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, as shown in FIG. 12(B), the pachinko gaming machine PY1 terminates the button operation promotion effect and performs an operation result effect. 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 preview 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 hold of FIG. 1 or the hold of FIG. 2, it performs a pre-reading effect. Here, the pre-reading effect for the hold of FIG. 1 will be exemplified. When a game ball enters the first start port 11, when the pachinko gaming machine PY1 memorizes the hold of FIG. 1, based on the result of the pre-reading determination for the hold of FIG. 1, as shown in FIG. 10(C), in the hold icon display area 50d, instead of displaying an icon image of "〇" as the hold icon HA, an icon image of "☆" is displayed. 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). Thus, the effect of displaying an icon image in a special mode is also called a hold change effect. Note that the content of the pre-reading effect 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 a part related to the control of the pachinko gaming machine PY1. As shown in FIG. 13, the pachinko gaming machine PY1 includes a main control unit 100 that controls the game and an effect control unit 120 that executes effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes effects according to the instructions of the main control unit 100.

[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, and the like. 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, and the like.

[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 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 jackpot determination, the result of reach determination, the number of special figure holds, and the like. The reach determination is to determine whether to perform the above-described reach effects (N-reach, SP-reach, SPSP-reach) during the variable display of the special figure. When the reach effects are to be performed, it is considered that there is a reach, and when the reach effects are 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 pattern can be set as appropriate in consideration of the game characteristics of the pachinko machine PY1.

[0111] 9-2-2. Prediction Judgment Table The game memory unit 101c stores a 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 a 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, and the like. The game control microcomputer 101 can select any one of three types of prediction patterns, "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 non-winning 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 non-winning 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 and selects the types of the stop symbols of the first special symbol and the second special symbol. The figure shown in FIG. 16 is the symbol determination table 103c1.

[0115] As shown in FIG. 16, the game control microcomputer 101 selects the types of stop symbols in the first special figure and the second special figure based on the types of start ports, the results of jackpot determination, and the like. The game control microcomputer 101 can select any one of seven types of stop symbols, namely, "Jackpot Wα symbol", "Jackpot Xα symbol", "Jackpot Yα symbol", "Jackpot Zα symbol", "Small win symbol", "Lose A symbol", and "Lose B symbol" as the type of stop symbol. The game control microcomputer 101 performs stop display of the first special figure or the second special figure in a manner corresponding to the selected stop symbol. Note that the types of stop symbols can be changed as appropriate.

[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 performing anything. There are four types of jackpot games ("Jackpot game Wα", "Jackpot game Xα", "Jackpot game Yα", "Jackpot game Zα"), one type of small win game, and two types of losses (the aforementioned specific loss and simple loss). Each stop symbol is associated with the type of jackpot game, the type of small win game, and the type of loss. For example, as shown in FIG. 16, the "Jackpot Wα symbol" is associated with the "Jackpot game Wα", the "Jackpot Xα symbol" is associated with the "Jackpot game Xα", the "Jackpot Yα symbol" is associated with the "Jackpot game Yα", the "Jackpot Zα symbol" is associated with the "Jackpot game Zα", the "Small win symbol" is associated with the small win game, the "Lose A symbol" is associated with a simple loss where nothing is done, and the "Lose B symbol" is associated with the time-saving state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, small win games, and losses (whether to enter the time-saving state) to be executed are made different.

[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 change 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". Also, since the "Lose A Symbol" is determined in the case of 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". Regarding the selection ratio of the stop symbols, it is possible to set them appropriately in consideration of the playability of the pachinko machine PY1.

[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 a special figure is determined, a special figure stop symbol command issued when a stop symbol of a special figure is determined, a special figure start command issued when the start of variable display of a special figure occurs, a special figure confirmation command issued when the stop display of a special figure occurs, and the like.

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

[0122] 9-3-4. Hold command 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 command 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 command 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 an auxiliary game start command issued by the start of the auxiliary game.

[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 a normal probability command issued when the game state is the normal probability state, a high probability command issued when the game state is the high probability state, a non-time limit command issued when the game state is the non-time limit state, a time limit command issued when the game state is the time limit state, a big win command issued when the game state is the big win game state, a left hit command issued when the game state is the left hit state, a right hit command issued when the game state is the right hit state, etc.

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

[0128] The 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 the 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 drawing LED 8c for indicating the variable display / stop display of the general drawing, a FIG. 1 hold LED 8d for indicating the FIG. 1 hold number, a FIG. 2 hold LED 8e for indicating the FIG. 2 hold number, a general drawing hold LED 8f for indicating the general drawing hold number, 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, each stop symbol can be distinguishable and the LEDs can be lit accordingly.

[0132] Special Figure 2 LED8b consists of two LEDs. During the variable display of Special Figure 2, the two LEDs light up alternately at a predetermined interval. On the other hand, during the stop display of 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 LED8c consists of two LEDs. During the variable display of the general figure, the two LEDs light up alternately at a predetermined interval. On the other hand, during the stop display of 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 LED8d consists of two LEDs. When the reserved number of Special Figure 1 is "0", both of the two LEDs turn off. When the reserved number of Special Figure 1 is "1", only the left LED of the two LEDs lights up. When the reserved number of Special Figure 1 is "2", both of the two LEDs light up. When the reserved number of 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 of Special Figure 1 is "4", both of the two LEDs blink.

[0135] Special Figure 2 Reserved LED8e consists of two LEDs. When the reserved number of Special Figure 2 is "0", both of the two LEDs turn off. When the reserved number of Special Figure 2 is "1", only the left LED of the two LEDs lights up. When the reserved number of Special Figure 2 is "2", both of the two LEDs light up. When the reserved number of 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 of 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 lights up. When the general drawing reserved number is "2", both of the two LEDs light up. When the general drawing reserved number is "3", the left LED of the two LEDs blinks and the right LED of the two LEDs lights up. 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 lights up. When the game state is the "high probability high base game state", both of the two LEDs light up. 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 hit 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 lights up (also referred to as "display").

[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 information (programs, etc.) necessary for game control in a non-volatile manner. 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] Also, 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 operation data of the opening and closing solenoids of the first big winning opening 14, the second big winning opening 15, and the second start opening 12, and outputs display data of the display devices 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 related to various determinations and a clock generator for generating 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] Also, various detection switches for detecting the winning of game balls into various winning devices (the first start opening 11, the second start opening 12, the gate 13, the first big winning opening 14, the second big winning opening 15, the general winning opening 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 the 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, the display data of the displays 8, and the external information of the pachinko game 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 the 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 of 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 one-way communication so that input from the effect control unit 120 side to the main control unit 100 is impossible, 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, with reference to FIG. 19, the information storable in the RAM of the game control microcomputer 101 will be described. As shown in FIG. 19, in the RAM of the game control microcomputer 101, a winning information storage area 101c1, a reservation 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 are provided.

[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 specification, the hold of FIG. 2 of the specification, 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 display devices 8. The operation data storage area 101c8 is a storage area that stores operation data related to the operation of the opening and 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 dedicated microcomputer 121 stores information (programs, etc.) necessary for performance control. On the other hand, the RAM of the performance control dedicated microcomputer 121 is used as a storage area for data and signals created according to performance control.

[0152] The CPU of the performance control dedicated 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 dedicated microcomputer 121 is provided with a random number generation circuit for generating random numbers and the like 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 giving the update 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 dedicated 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 dedicated microcomputer 101 reads out the processing program from the ROM of the game control dedicated 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 dedicated microcomputer 101, settings for the CPU of the game control dedicated 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 repeatedly performed. Note that when a timer interrupt signal is input while interrupts are disabled, the main timer interrupt process (S005) does not start immediately and starts 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 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.). If there is a winning, winning information corresponding to the various winning devices is stored in the winning 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, a new random number value will not 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, based on the random number value related to the general drawing reservation stored in the reservation storage area 101c2, a winning determination, a determination of the winning symbol, and a subtraction of the number of general drawing reservations are performed. 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 reservation command (general drawing reservation reduction command) are issued, and when the start condition for the auxiliary game is satisfied, an auxiliary game command is issued. The issued general drawing command, reservation command, and auxiliary 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 auxiliary game is satisfied, operation data for performing the auxiliary 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 out 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 that the special drawing is in a standby state, status 2 indicates that the special drawing is in a variable display state, status 3 indicates that the special drawing is in a determination state, status 4 indicates that the big win opening is in progress, status 5 indicates that the round game is in progress, and status 6 indicates that the big win ending is in progress. In the first embodiment, the case where the small win game cannot be executed will be described. However, when the small win game can be executed, 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 the special drawing (S1052) is performed; if status 2 is stored in the status storage area 101c6, variable display processing for the special drawing (S1053) is performed; if status 3 is stored in the status storage area 101c6, determination processing for the 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 drawing standby process (S1052) performed in the case of status 1, as shown in FIG. 23, first, it is determined whether or not the standby time has elapsed (S10521). The standby time is the time from the end of the stop time of the previous special drawing until the start of the variable display of the next special drawing. 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 drawing. If the standby time has not elapsed (S10521: NO), the special drawing standby process ends. If the standby time has elapsed (S10521: YES), the process proceeds to S10522 and a jackpot determination process is performed. In the jackpot determination process, based on the random number value related to the special drawing reservation stored in the reservation storage area 101c2, a jackpot determination, determination of the type of the stop symbol of the special drawing, determination of the type of the variation pattern of the special drawing, and subtraction of the special drawing 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, where special drawing commands (special drawing stop symbol command, special drawing variation pattern command, and special drawing start command) are issued, and a reservation command (special drawing 1 reservation decrease command or special drawing 2 reservation decrease command) is issued. The issued special drawing commands and reservation commands are temporarily stored in the buffer circuit 105c. When the special drawing commands and reservation commands are issued, the process proceeds to S10524, where the status stored in the status storage area 101c6 is overwritten with status 2, and the special drawing standby process ends.

[0172] In the special drawing variable display 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 drawing, 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 drawing variable display process ends. If the variable display time has elapsed (S10531: YES), the process proceeds to S10532, and a special drawing command (special drawing confirmation command) is issued. The issued special drawing command is temporarily stored in the buffer circuit 105c. When the special drawing 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 drawing variable display process ends.

[0173] In the special drawing confirmation 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 drawing (for example, 500 ms). If the stop time has not elapsed (S10541: NO), the special drawing confirmation process ends. 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-saving 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". The "high probability high base game state" after the "big win game Wα" performed when the "big win Wα symbol" stops displaying, and the "low probability high base game state" after the "big win game Xα" performed when the "big win Xα symbol" stops displaying, are both described as the time-saving state ending when the variable display of the special drawing is performed only 100 times, but the upper limit number of times in the "high probability high base game state" and the upper limit number of times in the "low probability high base game state" may be different from each other. Note that the time-saving state is set only in the "high probability high base game state" and the "low probability high base game state" as described above. Therefore, in game states other than these, it is always determined that the end condition of the time-saving state is not satisfied.

[0174] If it is determined at S10542 that the end condition of the time-saving 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 figure 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-saving 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 figure determination in-progress process ends.

[0176] 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 figure 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 hit 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 hit 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 (returns) to S10543. Therefore, when a "big win" is selected 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 hit command is issued. Note that the execution of the process in S10549 is used for the right hit 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 or not 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 until 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 to create operation data for the first major winning opening 14 or the operation data for the second major winning opening 15. For example, in the operation data when the round game in which the first major winning opening 14 is opened is performed only 10 times, the data regarding the opening time of the first major winning opening 14 opened in each round game and the data regarding the closing time of the first major winning opening 14 closed in each round interval are included. 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 configured to create only the operation data for that round game at the start of each round game.

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

[0181] In the in-round process (S1056) performed in the case of status 5, as shown in FIG. 27, first, it is determined whether the last round game has ended (S10561). If the last round game has not ended (S10561: NO), the in-round process ends. If the last round game has ended (S10561: YES), the process proceeds to S10562 to issue a jackpot game command (ED command). 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 to overwrite the status stored in the status storage area 101c6 with status 6 and end the in-round process.

[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 to the end of the jackpot game state (for example, 10000 ms). If the jackpot ED time has not elapsed (S10571: NO), the ending process is terminated. 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 figure 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 figure 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 figure / 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 shortening 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 shortening flag 101c5 storing "0", low probability high base display data corresponding to the high probability flag 101c4 storing "0" and the time shortening flag 101c5 storing "1", and high probability high base display data corresponding to the high probability flag 101c4 storing "1" and the time shortening 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), display data for the general drawing hold LED 8f for notifying the number of general drawing holds is created based on the number of random values related to the general drawing hold stored in the hold storage area 101c2. 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), 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, display data for the variable display / stop display of Special Figure 2's LED 8b is created. The types of the display data of Special Figure 2's LED 8b include three types: jackpot Wα display data corresponding to the jackpot determination result of "jackpot win" and the stop symbol of Special Figure 2 corresponding to the "jackpot Wα symbol", jackpot Xα display data corresponding to the jackpot determination result of "jackpot win" and the stop symbol of Special Figure 2 corresponding to the "jackpot Xα symbol", and loss display data corresponding to the jackpot determination result of "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 hitting state LED process (S1068) is performed. In the right hitting 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 which of status 4 and status 1 the status was changed to in the special figure determination in progress process (S1054).

[0192] When the status change destination confirmation process (S10681) ends, if the status is changed to status 4, the process at status 4 (S10682) is performed, and if the status is changed to status 1, the process at 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 progress 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) 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 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 out 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 displays 8 (special drawing 1 LED 8a, special drawing 2 LED 8b, general drawing LED 8c, special drawing 1 reserved LED 8d, special drawing 2 reserved LED 8e, general drawing reserved LED 8f, game state LED 8g, right strike state LED 8h) via the data bus 106, the output port 105a, and the driver circuit 105b, and lighting control of the displays 8 is performed.

[0199] When the display output process (S1081) ends, an action output process (S1082) is performed. In the action output process (S1082), the action data stored in the action data storage area 101c8 is output to the opening / 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 / 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 strike state LED process (S1068) of the display process (S106), the issuance of the right strike command and the creation of the display data (lighting start data) for the right strike state LED 8h are performed within the same process (see FIG. 31). The right strike command is output to the buffer circuit 105c, while the display data (lighting start data) for the right strike 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 strike command is issued (see FIG. 25), and then in the right strike state LED process (S1068) of the subsequent display process (S106), the creation of the display data (lighting end data) for the right strike state LED 8h is performed (see FIG. 32). The left strike command is output to the buffer circuit 105c, while the display data (lighting end data) for the right strike 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), settings such as permission for accessing the RAM of the effect control microcomputer 121, setting of the CPU of the effect control microcomputer 121, and setting of the period of the timer interrupt signal 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 advance effect, 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, the 10 ms timer interrupt process (S016) will be specifically described with reference to FIG. 35. 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, the switch process (S202) is performed. In the switch process (S202), the operation information of the normal button 40 and the special button 41 is acquired, and the process related to the operation effect is performed.

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

[0215] When the lamp process (S203) ends, the voice process (S204) is performed. In the voice process (S204), the process related to the voice effect of 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 no command is stored (S2011: NO), the reception command analysis process (S201) ends. If a command is stored (S2011: YES), the 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, the winning effect process (S2012) is performed. In the winning effect process (S2012), the process of 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, the special figure effect process (S2013) is performed. In the special figure effect process (S2013), the process of 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 strike 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 for displaying an effect suggesting the current game state on the display unit 50a of the image display device 50 is performed. Note that when 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 when a left hitting command is stored, a "left hitting confirmation effect" described later is performed.

[0225] Next, with reference to FIGS. 37 to 40, 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"), effects that can be executed by the effect control unit 120 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 is starting.

[0228] C. Right hitting confirmation effect The "right hitting confirmation effect" is an effect included in the "opening effect", and is an effect in which an image suggesting the opening of the first major winning opening 14 or the second major winning opening 15 is displayed. Since the "right hitting confirmation effect" is performed when the first major winning opening 14 or the second major winning opening 15 is opened, it functions as an effect that encourages the shooting of a game ball toward the first major winning opening 14 or the second major winning opening 15.

[0229] C-1. Arrow effect The "arrow effect" is a type of the "right hitting confirmation effect", and is an effect performed in the "opening effect" at a jackpot (also referred to as "first jackpot") 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 hitting confirmation effect", and is an effect performed in the "opening effect" at a jackpot (also referred to as "continuous 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 major winning opening 14 or the second major winning opening 15 is displayed.

[0231] D. Left hitting confirmation effect The "left hitting confirmation effect" is an effect performed in response to input of a left hitting command output from the main control unit 100, and is an effect in which a left arrow image G123 is displayed. Since the "left hitting confirmation effect" is performed at the end of the time-short state in which a game ball is likely to win in the second start opening 12, it functions as an effect that encourages the shooting of a game ball toward the first start opening 11. Also, since the "left hitting confirmation effect" is performed in response to the end of the "right hitting continuation effect", it also functions as an effect suggesting the end of the right hitting 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] Figures 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 Figure 37(A), the winning symbols EZ1, EZ2, and EZ3 stop and are displayed on the display unit 50a of the image display device 50 in a manner indicating a jackpot (here, three-of-a-kind of "5·5·5"). At this time, behind the winning symbols EZ1, EZ2, and EZ3, a normal background image G102 representing the normal effect mode is displayed. After that, when an OP command is input, the "opening effect" is performed.

[0234] In the "opening effect", as shown in Figure 37(B), the winning 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". After that, 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 Figure 38, the "right hit continuation effect" will be specifically described. When the effect control unit 120 receives a right hit command output from the main control unit 100, it executes the "right hit continuation effect".

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

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

[0238] In the "right hit continuous effect", as shown in FIG. 38(C), when the right hit lamp 54a lights up, 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 hit lamp 54a and the display of the right arrow image G120 be started by a right hit command input after the OP command, it is possible to prevent the lighting of the right hit lamp 54a and the display of the right arrow image G120 from starting before the "opening 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 configured such that no sound is output from the speaker 52 when the "right hit 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 hit lamp 54a and the display of the right arrow image G120 are continuously performed. Also, even in the time-saving state (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 hit 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 occurs in the time-saving state, the lighting of the right hit lamp 54a and the display of the right arrow image G120 are also continuously performed even in the jackpot gaming state where the consecutive win occurs. In the first embodiment, both the lighting of the right hit lamp 54a and the display of the right arrow image G120 are not erased until the "right hit 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 and the right arrow image G120 is erased, ending the "right strike continuous effect". In the example shown in FIG. 38(F), the sure-variable 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 pattern 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, but it may also end when a game ball wins a prize at the first start port 11.

[0247] In addition, when the variable display of the 100th special figure, which indicates the end of the time-saving state, is due to a "big win", even if a left hit command is input, the "right hit continuation effect" ends, but the "left hit confirmation effect" is not performed, and the "right hit continuation effect" resumes according to the right hit command input immediately after that.

[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 hits.

[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 hits.

[0251] In the "Arrow Display", as shown in FIG. 40(B), a voice "Right Punch" 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 (e.g., 3 seconds) elapses from 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 the text "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 (e.g., 3 seconds) elapses from 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 punch state LED8h, the right punch 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. Then, a right punch command is issued at the timing of t03 and the right punch command is output to the effect control unit 120 at the timing of t04. And the right punch 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 other hand, when the performance control unit 120 inputs 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 lights up 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)). 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 other 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 (when 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, it turns off the right strike state LED 8h at the timing of t15 (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)). Further, 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 jackpot determination related to the variable display of the special drawing for which the main control unit 100 has issued the left strike command is "jackpot 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 LED8h, the deviation between the lighting timing of the right strike state LED8h and the lighting timing of the right strike lamp 54a and the display timing of the right arrow image G120 can be reduced.

[0261] Further, 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 LED8h, the deviation between the turning-off timing of the right strike state LED8h 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 LED8h and the display timing of the left arrow image G123 can also be reduced.

[0262] <Consideration of the First Embodiment> Next, consider the pachinko gaming machine PY1 described in the first embodiment. First, consider the relationship between the issuance timing of the left hitting command and the issuance timing of the right hitting command by the main control unit 100. When a big win is determined in the big win determination related to the variable display of the special symbol on the 100th time, which is the upper limit number of times in the time-saving state, a left hitting command is issued in the ongoing process (S1054) within the special symbol and special power processing (S105) (see Fig. 25), and a right hitting command is issued in the right hitting state LED processing (S1068) within the display processing (S106) (see Fig. 31). Then, in the main side timer interrupt processing (S005), the special symbol and special power processing (S105) is performed prior to the display processing (S106) (see Fig. 21). That is, when a big win is determined in the big win determination related to the variable display of the special symbol on 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 processing (S005).

[0263] Next, consider the relationship between the issuance timing of the OP command and the issuance timing of the right hitting command by the main control unit 100. When the stopped symbol of the special symbol stops and is displayed when a big win is selected, an OP command is issued in the ongoing process (S1054) within the special symbol and special power processing (S105) (see Fig. 25), and a right hitting command is issued in the right hitting state LED processing (S1068) within the display processing (S106) (see Fig. 31). Then, in the main side timer interrupt processing (S005), the special symbol and special power processing (S105) is performed prior to the display processing (S106) (see Fig. 21). That is, when a big win is determined in the big win 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 processing (S005).

[0264] Next, we will consider the differences between the lighting of the right-turn lamp 54a and the display of the right-arrow image G120, and the display of the large right-arrow image G121 and 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 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" performed by inputting an 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 game machine PY1 described in the first embodiment will be described.

[0266] (1) When the main control unit 100 performs the display of the display devices 8, before starting the display of the display devices 8, an effect command related to the display of 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 it becomes possible for the player to play the game with confidence.

[0267] (2) When the main control unit 100 turns on the right-handed state LED 8h, before starting to turn on the right-handed state LED 8h, since a right-handed command related to turning on the right-handed lamp 54a and displaying the right arrow image G120 is output to the effect control unit 120, it is possible to minimize the deviation between the lighting timing of the right-handed state LED 8h by the main control unit 100, the lighting timing of the right-handed lamp 54a by the effect control unit 120, and the display timing of the right arrow image G120, enabling the player to play the game with confidence.

[0268] (3) When the main control unit 100 turns off the right-handed state LED 8h due to the end of the right-handed state, since a left-handed command is output to the effect control unit 120, the effect control unit 120 can perform an effect related to the end of the right-handed state by the left-handed command, enabling the player to play the game with confidence.

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

[0270] (5) When the main control unit 100 turns off the right-handed state LED 8h due to the end of the right-handed state, since a left-handed command related to turning off the right-handed lamp 54a and erasing the right arrow image G120 is output to the effect control unit 120, it is possible to minimize the deviation between the turning-off timing of the right-handed state LED 8h by the main control unit 100, the turning-off timing of the right-handed lamp 54a by the effect control unit 120, and the erasing timing of the right arrow image G120, enabling the player to play the game with confidence.

[0271] When the main control unit 100 outputs a left turn command related to the extinguishing of the right turn lamp 54a and the deletion of 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 along with the extinguishing of the right turn lamp 54a and the deletion of 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 the extinguishing of the right turn lamp 54a and the deletion of 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 the extinguishing of the right turn lamp 54a and the deletion of 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 the lighting of the right turn lamp 54a and the display of 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] When the main control unit 100 performs the 100th variable display of the 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 deletion of the right arrow image G120 to the effect control unit 120, when the result of the jackpot determination related to the 100th variable display of the special figure is "miss", the effect control unit 120 turns off the right strike lamp 54a and deletes 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 100th variable display of the special figure is "jackpot win", the effect control unit 120 turns off the right strike lamp 54a and deletes the right arrow image G120, but does not perform the "left strike confirmation effect". Therefore, even though the first large winning opening 14 or the second large 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 prevent 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 as much as possible, 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 for the player 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 lit without changing until it is turned off. On the other hand, for the right arrow image G120, since the second image representing the "right arrow" is displayed as a video, 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] (17) When the performance control unit 120 displays the large right arrow image G121, it displays the large right arrow image G121 larger than the right hit lamp 54a and the right arrow image G120 after the right hit lamp 54a is lit and the right arrow image G120 is displayed, thereby effectively emphasizing that the player is in the right hit state and making the game more interesting.

[0283] <Modifications of the Basic and First Embodiments> Below, we will explain modified examples of the pachinko game machine PY1 described in the basic embodiment and the first embodiment. Of course, the configurations related to the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the following modified examples may be appropriately deleted unless they are described as essential in this specification.

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

[0285] In addition, in the first embodiment, the right hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to light, and the left hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to turn off, but of the right hit command and the left hit command, only the left hit command may be output to the performance control unit 120 before the right hit state LED 8h starts to turn off.

[0286] In addition, in the first embodiment, the right hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to light, and the left hit command output from the main control unit 100 is output to the performance control unit 120 before the right hit state LED 8h starts to turn off, but the right hit command or left hit command may be output to the performance control unit 120 after the right hit state LED 8h starts to light or after the right hit state LED 8h starts to turn off, as long as it does not interfere with the game.

[0287] In addition, in the first embodiment, when the performance control unit 120 inputs a right hit command, both the right hit lamp 54a is turned on and the right arrow image G120 is displayed, but it is also possible to only turn on the right hit lamp 54a, or to only display the right arrow image G120.

[0288] In addition, in the first embodiment, when the performance control unit 120 inputs a left hit command, a "left hit confirmation performance" is performed in which a left arrow image G123 is displayed, but it is also possible to simply turn off the right hit lamp 54a and erase the right arrow image G120, without performing the "left hit confirmation performance."

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

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

[0291] In addition, in the first embodiment, when the variable display of the special chart is performed 100 times, which is the upper limit number of times in the time-saving state, a left hit command is output from the main control unit 100 regardless of the result of the jackpot determination related to the variable display of the special chart for the 100th time, but it is also possible to output the left hit command from the main control unit 100 only when the result of the jackpot determination related to the variable display of the special chart for the 100th time is "miss."

[0292] In addition, in the first embodiment, the right arrow image G120 displayed in the "right hit continuation performance" is composed of a still image of the character "right" and a moving image representing a "right-pointing arrow", but all of the images that make it up may be moving images.

[0293] In the first embodiment, the moving image of the right arrow image G120 displayed in the "right hit continuation effect" is configured to be an image that repeatedly moves from left to right, but it does not have to be an image that moves as long as the player can recognize that the display mode is changing. For example, the display color of the image representing the "right arrow" may be changed at predetermined time intervals.

[0294] In addition, in the first embodiment, the right-hit lamp 54a displayed during the "right-hit continuation effect" is always lit, but it may be turned off temporarily as long as it does not interfere with the game.

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

[0296] In the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state", but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state". For example, in the "high probability low base game state", a background including an image suggesting a high probability state may be displayed.

[0297] In the basic embodiment, only the performance patterns EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed on the display unit 50a in parallel with the performance patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the performance patterns EZ1, EZ2, and EZ3.

[0298] In the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed on a display device other than the image display device 50 in parallel with the performance symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may be made to flash during the variable display of the performance symbols EZ1, EZ2, and EZ3.

[0299] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed. However, the first special chart and the second special chart may be variably displayed at the same time.

[0300] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.

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

[0302] <The invention disclosed in the first embodiment> The following inventions S to W have been disclosed up to the preceding paragraph in this [Mode for carrying out the invention]. In the explanation of inventions S to W, the names and expressions of the corresponding configurations in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that invention S is a general term for inventions S1 to S2 below, invention T is a general term for inventions T1 to T2 below, invention U is a general term for inventions U1 to U4 below, invention V is a general term for inventions V1 to V2 below, and invention W is a general term for inventions W1 to W4 below.

[0303] Also, for example, in the gaming machine described in JP 2021-151588 A, a performance is performed to instruct the launch direction of the gaming ball, and a text image of "Right Hit" is displayed on the display unit to encourage the player to enter the gaming ball into the second starting hole. In such a gaming machine, there is room for improvement in terms of the instruction of the launch direction of the gaming ball. Therefore, if the gaming machines according to the following inventions S to W are realized, the instruction of the launch direction of the gaming ball will be improved, and the player will be able to play with peace of mind.

[0304] The gaming machine according to the invention S1 is A first control means (main control unit 100) for controlling a game using a first display means (displays 8); A second control means (performance control unit 120) for controlling the performance using a second display means (image display device 50, board lamp 54), The first control means is It is possible to display a specific display (lighting of the right shot state LED8h) indicating that the launch direction of the game ball is a specific direction (right) on the first display means, When the specific display is displayed, a specific command (right-hit command) can be output to the second control means before the specific display is displayed, The second control means is When the specific command is input, a launch display (right arrow image G120, lighting of right shot lamp 54a) suggesting the specific direction is displayed on the second display means. It is characterized by:

[0305] The gaming machine according to the invention S2 is A gaming machine according to the invention S1, The first control means is When the specific display is to be hidden, a non-specific command (a left-hand hit command) can be output to the second control means, The second control means is when the non-specific command is input while the launch indication is being displayed, the display of the launch indication is terminated; It is characterized by:

[0306] The gaming machine according to the invention T1 is A first control means (main control unit 100) for controlling a game using a first display means (displays 8); A second control means (performance control unit 120) for controlling the performance using a second display means (image display device 50), The first control means is It is possible to display a specific display (lighting of the right shot state LED8h) indicating that the launch direction of the game ball is a specific direction (right) on the first display means, When the specific display is to be hidden, a non-specific command (a left-hand hit command) can be output to the second control means before the specific display is hidden; The second control means is When the specific display is displayed, a specific launch display (right arrow image G120) suggesting the specific direction can be displayed on the second display means, when the non-specific command is input while the specific launch display is being displayed, the display of the specific launch display is terminated; It is characterized by:

[0307] The gaming machine according to the invention T2 is A gaming machine according to the invention T1, The second control means is When the non-specific command is input, a non-specific launch display (left arrow image G123) indicating that the launch direction of the game ball is not the specific direction is displayed on the second display means. It is characterized by:

[0308] The gaming machine according to the invention U1 is A first control means (main control unit 100) for controlling a game; A second control means (performance control unit 120) for controlling the performance, The first control means is It is possible to set the game state to a specific game state (time-saving state) in which the game ball is shot in a specific direction (to the right) until a determination as to whether or not to set the game state to a jackpot is made a predetermined number of times (100 times), When the determination is made the predetermined number of times, a predetermined command (a left-hand hit command) can be output to the second control means, The second control means is In the specific game state, a launch display (right arrow image G120, lighting of the right hit lamp 54a) suggesting the specific direction can be displayed on a predetermined display means (image display device 50, board lamp 54), when the predetermined command is input while the launch indication is being displayed, the display of the launch indication is terminated. It is characterized by:

[0309] The gaming machine according to the invention U2 is A gaming machine according to the invention U1, The first control means is outputting the predetermined command to the second control means regardless of the result of the determination made the predetermined number of times; It is characterized by:

[0310] The gaming machine according to the invention U3 is A gaming machine according to the invention U2, The first control means is When it is determined that a jackpot gaming state is to be entered in the determination of the predetermined number of times, a specific command (right hit command) can be output to the second control means after the predetermined command, The second control means is When the specific command is input, the launch indication can be redisplayed on the predetermined display means. It is characterized by:

[0311] The gaming machine according to the invention U4 is A gaming machine according to the invention U3, The second control means is When the predetermined command is input, if it is determined that the jackpot game state is not to be entered in the judgment for the predetermined number of times, an end display (left arrow image G123) suggesting a non-specific direction (left) different from the specific direction is displayed on the second display means, whereas if it is determined that the jackpot game state is to be entered in the judgment for the predetermined number of times, the end display is not displayed on the second display means. It is characterized by:

[0312] The gaming machine according to invention V1 is A first control means (main control unit 100) for controlling a game; A second control means (performance control unit 120) for controlling the performance, The first control means is When a jackpot game state is entered in which the game ball is shot in a specific direction (right), a start command (OP command) indicating the start of the jackpot game state is output to the second control means, and then a specific command (right hit command) can be output to the second control means; The second control means is In response to inputting the start command, a start display (opening image G107) suggesting the start of the jackpot gaming state is displayed on a specific display means (image display device 50); In response to inputting the specific command, a launch display (right arrow image G120, lighting of the right hit lamp 54a) suggesting the specific direction is displayed on the specific display means or a predetermined display means (board lamp 54) different from the specific display means. It is characterized by:

[0313] The gaming machine according to invention V2 is A gaming machine according to the invention V1, The first control means is When the jackpot game state is entered, a specific display (lighting of the right-hit state LED 8h) indicating that the launch direction of the game ball is the specific direction can be displayed on a predetermined display means (displays 8); outputting the start command and the specific command to the second control means before displaying the specific display; It is characterized by:

[0314] The gaming machine according to the invention W1 is A first control means (main control unit 100) for controlling a game; A second control means (performance control unit 120) for controlling the performance, The first control means is It is possible to display a specific display (lighting of the right shot state LED 8h) indicating that the launch direction of the game ball is a specific direction (right) on the first display means (displays 8), The second control means is During the display of the specific display, a launch display (right arrow image G120, right large arrow image G121, right hit lamp 54a) suggesting the specific direction can be displayed on the second display means (image display device 50, board lamp 54), The launch display includes a first launch display (right arrow image G120, lighting of the right hit lamp 54a) that is linked to the display of the specific display, and a second launch display (large right arrow image G121) that is not linked to the display of the specific display. It is characterized by:

[0315] The gaming machine according to the invention W2 is A gaming machine according to the invention W1, The first firing display includes a display in which the display mode changes (right arrow image G120) and a display in which the display mode does not change (lighting of the right shot lamp 54a), It is characterized by:

[0316] The gaming machine according to the invention W3 is A gaming machine according to invention W1 or invention W2, The first control means is It is possible to enter a jackpot game state in which the game ball is launched in the specific direction, When the big win gaming state is entered, the specific display is displayed on the first display means, and a first command (right hit command) and a second command (OP command) can be output to the second control means. The second control means is displaying the first firing indication in response to inputting the first command; displaying the second firing indication in response to inputting the second command. It is characterized by:

[0317] The gaming machine according to the invention W4 is A gaming machine according to the invention W3, The second firing indication is displayed after the first firing indication and is larger than the first firing indication. It is characterized by:

[0318] <Second embodiment> The second embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment or the first embodiment described above is also applied to the second embodiment.

[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. On the front part of the front door 23, as shown in Fig. 42, a normal button 40, a handle 72k, and a four-way button 42 consisting of four buttons on the top, bottom, left and right are provided as operation parts that can be operated by a player.

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

[0321] The four-way buttons 42 are used in the operation presentation in the special chart variation presentation, similar to the normal button 40, and include an up button 42a corresponding to the up direction, a down button 42b corresponding to the down direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way buttons 42 are operated by the player, a predetermined image is displayed on the display unit 50a, the board lamp 54 is illuminated in a predetermined illumination mode, and a predetermined sound is output from the speaker 52.

[0322] Next, with reference to Figures 43 to 49, we will explain the special chart variation presentation that the presentation control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The presentation control microcomputer 121 can execute the following presentations in the special chart variation presentation in the non-time-saving state.

[0323] A. Normal fluctuation "Normal variation" is a performance that may be performed in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is performed first in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.

[0324] B. Leach "Reach" is an effect that may occur after "normal fluctuation", in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. Since "Reach" may occur when the result of the jackpot determination is "jackpot win", it functions as an effect that suggests that a jackpot game may occur. In addition, since "Reach" may develop into a reach effect such as "N reach", "SP reach", or "SPSP reach", it also functions as an effect that suggests that a reach effect may occur.

[0325] CN Reach "N Reach" is a performance that may occur after a "reach" is established, and is a reach performance in which the fluctuation speed of the middle performance pattern EZ2 gradually slows down. Since "N Reach" may occur when the result of the jackpot judgment is "jackpot winning", it functions as a performance that suggests the possibility of a jackpot game.

[0326] D.SP Reach "SP Reach" is an effect that can occur after "N Reach" and is a reach effect in which the main character and the enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "jackpot win" than when it is "miss," so it functions as an effect that suggests the possibility of a jackpot game.

[0327] E.SPSP Reach "SPSP reach" is an effect that may occur after "SP reach", and is a reach effect in which the main character battles a strong enemy character. "SPSP reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when "SP reach" develops into "SPSP reach" than when it does not develop from "SP reach" into "SPSP reach", "SPSP reach" also functions as an effect that suggests that there is a high possibility of a jackpot game being played compared to "SP reach".

[0328] F. Character Voice Preview The "Character Voice Preview" is an effect that may occur during an "N Reach", and is a preview effect in which the voice of the main character is output from the speaker 52 in response to the operation of the normal button 40 and the four-way button 42. The "Character Voice Preview" may subsequently develop into an "SP Reach", and therefore functions as an effect suggesting that an "SP Reach" may occur.

[0329] G. Cut-in notice The "cut-in preview" is an effect that may occur during an "SP reach", and is a preview effect in which the main character image G200 is displayed on the display unit 50a in response to the operation of the normal button 40. The "cut-in preview" may subsequently develop into an "SPSP reach", and therefore functions as an effect suggesting that an "SPSP reach" may occur.

[0330] H. Roulette Notice The "roulette notice" is an effect that may be performed during the "SPSP reach" and is a notice effect in which one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) in response to the operation of the four-way button 42. The "roulette notice" may then stop and display the performance symbols EZ1, EZ2, EZ3 as a repeat number indicating a jackpot, and therefore functions as an effect suggesting the possibility of a jackpot game being played.

[0331] Next, the main special chart variation performance flow executed in the non-time-saving state will be described with reference to Fig. 43. The performance control microcomputer 121 displays a performance image on the display unit 50a in each performance constituting the performance flow, and can execute a light emission performance using the frame lamp 53 and the board lamp 54 and a sound performance using the speaker 52 according to the display of the performance image.

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

[0333] Also, as shown in Figure 43(B), in the special chart change performance with the change pattern of "SP big win change" and "SP miss change", the performance flow is executed which consists of "normal change" → "reach" → "N reach" → "SP reach". In these special chart change performances, "character voice announcement" may be performed in "N reach", and "cut-in announcement" may be performed in "SP reach".

[0334] Also, as shown in Figure 43(C), in the special chart change performance where the change pattern is "N Miss Change", the performance flow is "Normal Change" → "Reach" → "N Reach". In addition, in this special chart change performance, "Character Voice Notice", "Cut-in Notice", and "Roulette Notice" are not performed.

[0335] In addition, as shown in Fig. 43(D), in the special chart change performance of the "normal miss change" pattern, a performance flow consisting of only "normal change" is executed. In addition, in this special chart change performance, "character voice notice", "cut-in notice", and "roulette notice" are not performed.

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

[0337] First, the "character voice announcement" will be specifically explained. The performance control microcomputer 121 can execute the "character voice announcement" in the "N reach" in the special chart change performance in which the change pattern is "SPSP big win change", "SP big win change", "SPSP miss change", or "SP miss change".

[0338] As shown in FIG. 44, the performance control microcomputer 121 stores a character voice announcement selection table 123a1 and a voice volume selection table 123a2 in the performance storage unit 121b. The performance control microcomputer 121 can select whether to execute the "character voice announcement" and the type of voice when the "character voice announcement" is executed using the character voice announcement selection table 123a1, and when the "character voice announcement" is executed, can select the volume of the voice using the voice volume selection table 123a2. There are two types of voices, "Chance" and "Congratulations", and there are three voice volumes, 1st to 3rd. The details will be described later, but the voice volume differs depending on the type of weapon displayed by operating the normal button 40 in the "character voice announcement".

[0339] 45(A) is a diagram showing the contents of the character voice announcement selection table 123a1. The performance control microcomputer 121 refers to the type of the variation pattern and selects whether or not to execute the "character voice announcement" and the type of voice when the "character voice announcement" is executed.

[0340] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the "Character Voice Announcement" with the voice saying "Chance" will be executed 70% of the time, the "Character Voice Announcement" with the voice saying "Congratulations" will be executed 20%, and the "Character Voice Announcement" will not be executed 10% of the time.

[0341] Also, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Character Voice Announcement" with the voice saying "Chance" will be executed 50% of the time, and the "Character Voice Announcement" with the voice saying "Congratulations" will not be executed 50% of the time, and the "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0342] In addition, when the fluctuation pattern is "N Miss Fluctuation" (THP013), the "Character Voice Announcement" will not be executed 100%, and the "Character Voice Announcement" with the voice saying "Chance" and the "Character Voice Announcement" with the voice saying "Congratulations" will not be executed.

[0343] In other words, the execution of a "character voice announcement" saying "Congratulations" is selected only when the result of the jackpot determination is a variation pattern corresponding to "jackpot win," and the "character voice announcement" saying "Congratulations" functions as a presentation suggesting that a jackpot game will be played.

[0344] In addition, the execution of the "Character Voice Announcement" is set to be selected only when the variation pattern includes an "SP Reach" in the presentation flow, and the "Character Voice Announcement" functions as a presentation that suggests the development into an "SP Reach".

[0345] In the second embodiment, the execution of the "character voice announcement" is selected only in the case of a variation pattern that includes an "SP reach" in the presentation flow, but the execution of the "character voice announcement" may be selected even in the case of a variation pattern that does not include an "SP reach" in the presentation flow. In this case, it is preferable that the execution of the "character voice announcement" is less likely to be selected in the case of a variation pattern that does not include an "SP reach" in the presentation flow than in the case of a variation pattern that includes an "SP reach" in the presentation flow. The selection ratio indicated by the character voice announcement selection table 123a1 shown in FIG. 45(A) can be changed as appropriate.

[0346] Fig. 45(B) is a diagram showing the contents of the voice volume selection table 123a2. The performance control microcomputer 121 selects the volume of the voice output from the speaker 52 in "character voice announcement" by referring to the type of variation pattern and the type of weapon changed by the player operating the normal button 40 in "character voice announcement". The details will be described later, but there are three types of weapons: "iron club", "dagger" and "bullet".

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

[0348] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002) and the weapon type is "dagger", the second volume will be selected 70% of the time, the third volume will be selected 30%, and the first volume will not be selected.

[0349] Also, if the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002) and the weapon type is "bullet", the third volume will be selected 100% of the time, and the first and second volumes will not be selected.

[0350] Also, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the second volume is selected 100% of the time, and the first and third volumes are not selected, regardless of the weapon type.

[0351] In other words, the first and third volumes are set to be selected only when the result of the jackpot determination is a variation pattern corresponding to a "jackpot win," and the "character voice announcement," in which the voice of the main character is output at the first or third volume, functions as a presentation suggesting that a jackpot game will be played.

[0352] In addition, when the result of the jackpot determination is a fluctuation pattern corresponding to a "miss," the second volume is always set to be selected regardless of the weapon type, whereas when the result of the jackpot determination is a fluctuation pattern corresponding to a "jackpot win," the first volume is more likely to be selected than the second volume when the weapon type is a "silver club," and the second volume is more likely to be selected than the third volume when the weapon type is a "dagger." Thus, a "character voice announcement" for the "silver club" weapon type functions as a presentation that is more likely to suggest that a jackpot game will be played than a "character voice announcement" for the "dagger" weapon type.

[0353] Also, when the weapon type is an "iron club", the first volume is likely to be selected, when the weapon type is a "dagger", the second volume is likely to be selected, and when the weapon type is a "bullet", the third volume is likely to be selected. It can be said that when an "iron club" is displayed, the "character voice preview" has a high probability of the voice of the main character being output at the first volume, when a "dagger" is displayed, the "character voice preview" has a high probability of the voice of the main character being output at the second volume, and when a "bullet" is displayed, the "character voice preview" has a high probability of the voice of the main character being output at the third volume. The selection ratios shown by the voice volume selection table 123a2 shown in FIG. 45(B) can be changed as appropriate.

[0354] In the second embodiment, the selected volume differs depending on the type of the variation pattern, but the same volume may be selected regardless of the type of the variation pattern. For example, the first volume may be selected whenever the weapon type is a "hammer", the second volume may be selected whenever the weapon type is a "dagger", and the third volume may be selected whenever the weapon type is a "bullet".

[0355] When the performance control microcomputer 121 executes a "character voice announcement" in a special chart change performance, it executes the "character voice announcement" with the type and volume of the voice selected by the character voice announcement selection table 123a1 and the voice volume selection table 123a2.

[0356] 46(A) to 46(F) and 47(A) to 47(F) are diagrams showing how the "character voice announcement" is made. When a "reach" is established in the special chart change performance, and an "N reach" is made as shown in FIG. 46(A), the "character voice announcement" is made.

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

[0358] When the player operates the left button 42c or the right button 42d while the four-way button image G300 is displayed, the main character image G200 is displayed on the display unit 50a. There are two types of main character image G200: an image showing the main character with a headband on his / her head as shown in FIG. 46(C), and an image showing the main character without a headband on his / her head as shown in FIG. 46(D). Each time the player operates the left button 42c or the right button 42d, the displayed image is switched. In the second embodiment, the main character image G200 is displayed by operating the four-way button 42, but it may be displayed before the four-way button 42 is operated. For example, the main character image G200 may be displayed at the same time as the four-way button image G300 is displayed.

[0359] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the main character image G200 displayed at that time is fixed and displayed. Fig. 46(E) shows the case where the main character image G200 with a headband wrapped around his head is fixed and displayed.

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

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

[0362] Thereafter, when the player further operates the normal button 40, the weapon A image G301 changes to the weapon B image G302, as shown in Fig. 47(B). The weapon B image G302 is an image showing two "daggers", suggesting that the main character is equipped with "daggers".

[0363] Thereafter, when the player further operates the normal button 40, the weapon B image G302 changes to the weapon C image G303, as shown in Fig. 47(C). The weapon C image G303 is an image showing three "bullets", suggesting that the main character is equipped with "bullets".

[0364] 47(A) to 47(C) show an example in which the weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200 with a headband wrapped around his head, but if the main character image G200 without a headband is fixedly displayed, the weapon A image G301, weapon B image G302, or weapon C image G303 is displayed on the main character image G200 without a headband wrapped around his head every time the normal button 40 is operated. Note that when a weapon image is displayed on the main character image G200, the weapon image does not change even if the four-way button 42 is operated.

[0365] In the second embodiment, when the weapon C image G303 is displayed on the main character image G200, the display of the weapon C image G303 is maintained even if the player further operates the normal button 40, but further operation of the normal button 40 may cause the weapon C image G303 to return to the weapon A image G301.

[0366] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31 is erased, and the weapon image displayed at that time is fixed and displayed. Fig. 47(D) shows a case where the weapon C image G303 is fixed and displayed. Note that if the normal button 40 has not been operated even once, no weapon image is displayed.

[0367] Then, when a predetermined time (for example, 2 seconds) has elapsed since the normal button image G31 was erased, the voice of the main character is output from the speaker 52. At this time, if "Chance" is selected by the character voice announcement selection table 123a1, the voice of the main character saying "Chance" is output from the speaker 52 as shown in Fig. 47(E), and if "Congratulations" is selected by the character voice announcement selection table 123a1, the voice of the main character saying "Congratulations" is output from the speaker 52 as shown in Fig. 47(F).

[0368] The voice of the main character is output at a volume selected by the voice volume selection table 123a2, and is output at any one of the first volume, second volume, and third volume. The second volume is the same volume as the various sounds output from the speaker 52 before the "character voice announcement" is made, and if the normal button 40 is not operated and no weapon image is displayed, the voice of the main character is output at this second volume. The first volume is smaller than the second volume, and the third volume is larger than the second volume.

[0369] Specifically, when the type of the fixedly displayed weapon image is a "claw," the voice of the main character is output at either the first or second volume; when the type of the fixedly displayed weapon image is a "dagger," the voice of the main character is output at either the second or third volume; and when the type of the fixedly displayed weapon image is a "bullet," the voice of the main character is output at either the second or third volume (see Figure 45(B)).

[0370] Then, when the voice of the main character is output from speaker 52, main character image G200 and the weapon image are erased, and the "character voice announcement" ends. In the second embodiment, when the voice of the main character in the "character voice announcement" is output at the first volume or the third volume, the volume of various sounds output thereafter is returned to the second volume, but when the voice of the main character is output at the first volume, the first volume may continue thereafter, and when the voice of the main character is output at the third volume, the third volume may continue thereafter.

[0371] Furthermore, in the second embodiment, even if no weapon image is displayed, in other words, if the normal button 40 is not operated, the voice of the main character is output from the speaker 52; however, if the player does not operate the normal button 40, the voice of the main character may not be output from the speaker 52.

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

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

[0374] Next, the "cut-in notice" will be specifically described. The performance control microcomputer 121 can execute the "cut-in notice" in the "SP reach" in the special chart change performance of the change pattern "SPSP big win change", "SP big win change", "SPSP miss change", and "SP miss change".

[0375] As shown in Fig. 44, a cut-in notice selection table 123a3 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute a "cut-in notice" and the type of cut-in frame when executing the "cut-in notice" using the cut-in notice selection table 123a3. There are two types of cut-in frames: a "blue frame" and a "red frame".

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

[0377] Specifically, when the fluctuation pattern is "SPSP jackpot fluctuation" (THP001) or "SP jackpot fluctuation" (THP002), the "cut-in notice" in the "blue frame" will be executed 20%, the "cut-in notice" in the "red frame" will be executed 40%, and the "cut-in notice" will not be executed 40% of the time.

[0378] In addition, when the fluctuation pattern is "SPSP Miss Fluctuation" (THP011) or "SP Miss Fluctuation" (THP012), the "Cut-in Notice" with the "Blue Frame" will be executed 50%, the "Cut-in Notice" with the "Red Frame" will be executed 10%, and the "Cut-in Notice" will not be executed 40% of the time.

[0379] In other words, the ``cut-in notice'' in the ``red frame'' is set to be more likely to be selected when the result of the jackpot judgment corresponds to a ``jackpot win'' than when the result of the jackpot judgment corresponds to a ``miss,'' and the ``cut-in notice'' in the ``red frame'' functions as a presentation that suggests that there is a high possibility of a jackpot game being played.

[0380] In addition, the ``cut-in announcement'' in the ``red frame'' is set to be selected for execution in the case of a fluctuation pattern in which the performance flow includes an ``SPSP reach'' more than in the case of a fluctuation pattern in which the performance flow does not include an ``SPSP reach,'' and the ``cut-in announcement'' in the ``red frame'' functions as a performance that suggests there is a high possibility of it developing into an ``SPSP reach.''

[0381] In the second embodiment, the execution of the "cut-in notice" is selected only in the case of a variation pattern in which the performance flow includes an "SP reach", but the execution of the "cut-in notice" may be selected even in the case of a variation pattern in which the performance flow does not include an "SP reach". In this case, it is preferable that the execution of the "cut-in notice" is less likely to be selected in the case of a variation pattern in which the performance flow does not include an "SP reach" than in the case of a variation pattern in which the performance flow includes an "SP reach". The selection ratio indicated by the cut-in notice selection table 123a3 shown in FIG. 45(C) can be changed as appropriate.

[0382] When the performance control microcomputer 121 executes a "cut-in notice" in a special chart variation performance, the microcomputer 121 executes the "cut-in notice" in the type of cut-in frame selected by the cut-in notice selection table 123a3.

[0383] Figure 48 (A) to Figure 48 (D) are diagrams showing how the "cut-in notice" is performed. When the special chart change performance develops into "SP reach" and the main character tries to attack the enemy character, as shown in Figure 48 (A), the "cut-in notice" is performed.

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

[0385] Then, when a predetermined time (for example, one second) has elapsed since the cut-in frame image G400 and the main character image G200 are displayed, as shown in Fig. 48(D), the main character's voice saying "Go!" is output from speaker 52. The volume of this main character's voice is output at the second volume, regardless of whether the player has operated normal button 40 or not.

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

[0387] In the second embodiment, even if a "character voice preview" is performed in an "N reach", the volume of the voice of the main character output in the "cut-in preview" is output at the second volume regardless of the volume of the voice of the main character output in the "character voice preview", but if a "character voice preview" is performed in an "N reach", the voice of the main character output in the "cut-in preview" may be output at the same volume as the volume of the voice of the main character output in the "character voice preview". For example, if the voice of the main character is output at a first volume in the "character voice preview", the voice of the main character may also be output at the first volume in the "cut-in preview", and if the voice of the main character is output at a third volume in the "character voice preview", the voice of the main character may also be output at the third volume in the "cut-in preview".

[0388] In addition, in the second embodiment, in a "cut-in preview," the voice of the main character is output from speaker 52 when normal button 40 is operated, but the voice of the main character may also be output from speaker 52 when four-way button 42 is operated.

[0389] Next, the "roulette notice" will be specifically described. The performance control microcomputer 121 can execute the "roulette notice" in the "SPSP reach" in the special chart change performance in which the change pattern is "SPSP big win change" or "SPSP miss change".

[0390] Figure 49 (A) to Figure 49 (C) are diagrams showing how the "roulette notice" is performed. When the special chart change performance develops into "SPSP reach" and the main character tries to attack a strong enemy character, as shown in Figure 49 (A), the "roulette notice" is performed.

[0391] In the "roulette preview", the operation of the four-way button 42 becomes effective, and as shown in Fig. 49(B), a technique image G600 representing a technique that the main character can use is displayed in the center of the display unit 50a, and a four-way button image G300 simulating the four-way button 42 is displayed below the technique image G600, and only the up button image G300a and the down button image G300b are displayed flashing to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The technique image G600 is composed of a technique image G600a indicating that the technique used by the main character is a "punch", a technique image G600b indicating that the technique used by the main character is a "chop", and a technique image G600c indicating that the technique used by the main character is a "kick", and initially only the technique image G600a is displayed.

[0392] When the four-way button image G300 is displayed, if the player operates the up button 42a or the down button 42b, the image displayed as the technique image G600 will change, and each time the up button 42a or the down button 42b is operated, the displayed image will change in the following order: technique image G600a → technique image G600b → technique image G600c.

[0393] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the four-way button image G300 was displayed, the four-way button image G300 is erased, and the technique image G600 displayed at that time is fixed and displayed. At this time, a "beep" sound effect is output from the speaker 52 to indicate that the technique image G600 is fixedly displayed. The volume of this sound effect is output at the second volume, regardless of whether the player has operated the four-way button 42. FIG. 49(C) shows the case where the technique image G600c is fixedly displayed.

[0394] Then, when a predetermined time (for example, one second) has elapsed since the fixed display of the technique image G600, the technique image G600 is erased, and the "roulette notice" ends. After that, in the final stage of the "SPSP reach", a scene in which the main character unleashes a technique corresponding to the fixedly displayed technique image G600 and the main character defeats a strong opponent character, or a scene in which the strong opponent character defeats the main character, is displayed on the display unit 50a.

[0395] In the second embodiment, even if a "character voice announcement" is made in an "N reach", the volume of the sound effect output in the "roulette announcement" is output at the second volume regardless of the volume of the voice of the main character output in the "character voice announcement", but if a "character voice announcement" is made in an "N reach", the sound effect output in the "roulette announcement" may be output at the same volume as the volume of the voice of the main character output in the "character voice announcement". For example, if the voice of the main character is output at a first volume in the "character voice announcement", the sound effect in the "roulette announcement" may also be output at the first volume, and if the voice of the main character is output at a third volume in the "character voice announcement", the sound effect in the "roulette announcement" may also be output at the third volume.

[0396] In addition, in the second embodiment, in the “roulette preview”, the image displayed as the technique image G600 is switched by operating the four-way button 42, but the image displayed as the technique image G600 may also be switched by operating the normal button 40.

[0397] <Considerations regarding the second embodiment> The pachinko gaming machine PY1 described in the second embodiment will be considered below. First, the display mode of the main character image G200 displayed in the "character voice announcement" will be considered.

[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, the display mode of the skill image G600 displayed in the "Roulette Preview" will be considered.

[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, the volume of the voice of the main character character output in the "Character Voice Preview" will be considered.

[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 "gunshots" are 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 "gunshots" is displayed on the protagonist character image G200, compared to 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 "gunshots" 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 afterwards. 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 afterwards. 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 one of the first volume, the second volume, and the 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> Hereinafter, 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 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 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, "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 "certain variable symbol", "character voice preview", "cut-in preview", and "roulette preview" may be performed. In this case, "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, "character voice preview", "cut-in preview", and "roulette preview" are performed during the variable display of the first special drawing in the non-time-shortened state, but they may also be performed in a game state other than the non-time-shortened state. For example, "character voice preview", "cut-in preview", and "roulette preview" may be performed during the variable display of the second special drawing in the time-shortened 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 also change only with the operation of the four-way button 42, or 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] Also, 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 "cue in" 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 mode 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' and '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 stated, 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. As shown in FIG. 50, on the front surface of the front door 23, as an operation unit operable by the 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.

[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 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.

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

[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 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 in an arbitrary color via the movable body lenses 55LLr and 55RLr.

[0436] Next, with reference to FIGS. 52 to 58, the special symbol 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 symbol variation effect in the non-time-short 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 symbol, 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 symbol variation effect, it functions as an effect suggesting that the special symbol 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 in which 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 in which 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, 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".

[0442] F. Character Voice Preview "Character Voice Preview" is an effect that may occur in "N Reach", and is a preview effect in which the voice of the protagonist character is output from the speaker 52 and the movable body LEDs 55LL and 55RL of the on-board movable body 55k emit light in response to the operation of the normal button 40 and the four-way 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.

[0443] G. Gimmick Preview "Gimmick Preview" is an effect that may occur in "SP Reach", and is a preview effect in which the on-board movable body 55k operates in response to the operation of the normal button 40. 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 Announcement "Roulette Announcement" 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 in a winning triple after the "Roulette Announcement", 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 effect executed in the non-time-reduced 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 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 Announcement" may be performed in "N Reach", "Gimmick Announcement" may be performed in "SP Reach", and "Roulette Announcement" may be performed in "SPSP Reach".

[0447] Also, as shown in FIG. 52(B), in the special symbol variation effects with 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 Announcement" may be performed in "N Reach", and "Gimmick Announcement" may be performed in "SP Reach".

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

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

[0450] Next, the main effects executed in the special drawing variation effect will be specifically described. Note that in the special drawing 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 "N reach" in the special drawing variation effect where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", or "SP miss 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 the "character voice preview" is executed. When the "character voice preview" is executed, the light amount 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 amount of the movable body LEDs 55LL and 55RL. Although details will be described later, the light amount of the movable body LEDs 55LL and 55RL varies 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 refers to the type of variation pattern and selects whether to execute the "character voice preview" and the type of voice when the "character voice preview" is executed.

[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 loss variation" (THP011) or "SP loss 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 miss 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] FIG. 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". Details will be described later, but there are three types of weapon types: 'gold bar','short sword', and 'bullet'.

[0461] Specifically, when the variation pattern is "SPSP big hit variation" (THP001) or "SP big hit 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 hit variation" (THP001) or "SP big hit variation" (THP002), and the weapon type is'short sword', 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 hit variation" (THP001) or "SP big hit 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 miss variation" (THP011) or "SP miss 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 hit determination being "big hit 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 at the first light quantity or the third light quantity functions as an effect suggesting that a big hit 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 "gold 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 "gold 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 "gold 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. The "character voice preview" when the "gold bar" is displayed has a high probability that the movable body LEDs 55LL and 55RL emit light with the first light quantity. The "character voice preview" when the "dagger" is displayed has a high probability that the movable body LEDs 55LL and 55RL emit light with the second light quantity. The "character voice preview" when the "bullet" is displayed has a high probability that the movable body LEDs 55LL and 55RL emit light with the third light quantity. It should be noted 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 regardless of the type of variation pattern, the same light quantity may be selected. For example, when the type of weapon is a "gold 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 the special figure variable performance, it executes the "character voice preview" with the voice type and light quantity selected by the character voice preview selection table 123a4 and the gimmick light quantity selection table 123a5.

[0470] Figures 55(A) to 55(F) and Figures 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 Figure 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 Figure 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 consists 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.

[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 Figure 55(C) and an image representing the protagonist character without a headband as shown in Figure 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] Then, 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 that is being displayed at that time is fixedly displayed. FIG. 55(E) shows a case where the protagonist character image G200 with a headband wrapped around the head 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 a single '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. 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.

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

[0480] 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. 56(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.

[0481] When a predetermined time (for example, 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 intermittently emit light 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] In addition, 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 light amount. The second light amount is the same as the light amount of the movable body LEDs 55LL and 55RL that emit light in various effects before the "character voice announcement" is made. When neither the normal button 40 is operated nor any weapon image is displayed, the movable body LEDs 55LL and 55RL emit light with this second light amount. Also, the first light amount is weaker than the second light amount, and the third light amount is stronger than the second light amount....

Claims

1. 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: A first performance or a second performance suggesting that the probability of winning is higher than that of the first performance can be executed; A plurality of first performance symbols indicating the result of the winning judgment during the execution of the first performance can be variably displayed, A plurality of second performance symbols indicating the result of the winning judgment during the execution of the second performance can be variably displayed, During execution of the first performance, the plurality of first performance symbols can be variably displayed at a first rotation speed in a predetermined display area of ​​the display screen; A gaming machine characterized in that, during execution of the second performance, the multiple second performance symbols can be displayed in a variably manner at a second rotation speed slower than the first rotation speed in a specific display area of ​​the display screen.

2. 2. The gaming machine according to claim 1, The gaming machine is characterized in that the plurality of second performance symbols which are variably displayed in the specific display area during execution of the second performance are larger than the plurality of first performance symbols which are variably displayed in the specified display area during execution of the first performance.

3. 3. The gaming machine according to claim 1, A gaming machine characterized in that the time from when the multiple second performance symbols start to be displayed in a changing manner in the specific display area during execution of the second performance to when the changing display of the multiple second performance symbols ends tends to be shorter than the time from when the multiple first performance symbols start to be displayed in a changing manner in the specified display area during execution of the first performance to when the changing display of the multiple first performance symbols ends.

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