Game machine

By implementing a symbol variation and dynamic execution probabilities for effects in pachinko machines, the gaming experience is enhanced, addressing the constant execution probability issue and increasing player interest.

JP2025092632AInactive Publication Date: 2025-06-19SANSEI R&D KK
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Patent Information

Application Number
JP2025055374
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 gaming machines, such as pachinko machines, have a constant execution probability for effects like movable body effects, which does not change with game content, leading to a lack of variation and reduced player interest.

Method used

The gaming machine introduces a symbol variation that dynamically displays a predetermined symbol, allowing for the execution of first and second effects during this variation. The machine accepts specific sequential operations, changing the execution probability of these effects, thereby enhancing player engagement.

Benefits of technology

This approach increases gaming interest by introducing a novel operation effect that dynamically changes the execution probability of effects, providing a more engaging and varied gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve game amusement properties.SOLUTION: When a predetermined display (display of operation game images G952 and G980) is made during pattern variations (variation performance), a Pachinko game machine PZ10 can accept a first sequential operation consisting of a plurality of operations (operation for performing four operations indicated by a first operation game at good timing), and can accept a second sequential operation (operation for performing eight operations indicated by a second operation game at good timing). The probability of a first performance (on-board movable body driving performance) being executed when the first sequential operation is performed (execution probability of an on-board movable body driving performance based on a special lottery table) is different from the probability prior to the first sequential operation. The probability of a second performance (special music reproduction performance) being executed when the second sequential operation is performed (execution probability of the special music reproduction performance based on a special lottery table) is different from the probability prior to the second sequential operation.SELECTED DRAWING: Figure 136
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a pachinko machine which is an example of a gaming machine, as described in Patent Document 1 below, when executing a reach effect such as a dance reach or a volley reach, a movable body, an upper decorative unit, is moved up two steps. There is known a gaming machine that executes various effects such as a movable body effect that operates in a predetermined movable pattern to make the player expect a jackpot win.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the gaming machine described in Patent Document 1 above, the execution probability of an effect such as a movable body effect that operates a movable body in a predetermined movable pattern is determined to be a single execution probability according to the type of reach effect or the like and is always constant, and does not change according to the game content. There was room for improvement in this regard for enhancing the interest.

Means for Solving the Problems

[0005] The gaming machine of the present invention is capable of executing a symbol variation that variably displays a predetermined symbol, and is capable of executing a first effect and a second effect during the symbol variation, When a predetermined display is made during the symbol variation, accepting a first sequential operation consisting of a plurality of operations, and being able to accept a second sequential operation in which at least a part of the operations is different from the first sequential operation, The probability of executing the first effect when the first sequential operation is made is different from the probability before the first sequential operation, A gaming machine characterized in that the probability of executing the second effect when the second sequential operation is made is different from the probability before the second sequential operation.

Advantages of the Invention

[0006] According to the present invention, it is possible to improve the gaming interest through a novel operation effect that changes the execution probability of the effect.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the drawings to be referred to, the same parts are denoted by the same reference numerals, and duplicate explanations regarding the same parts are omitted in principle. In this specification, for the sake of simplicity of description, the name of information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated by writing the symbol or code referring to the information, signal, physical quantity, member, etc. Further, if there is 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 there is no contradiction in the processing content.

[0009] <Basic Embodiment> Later, each embodiment of the gaming machine of the present invention will be described. First, the basic embodiment that is 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.

[0010] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to FIG. 1. FIG. 1 is a front view of the pachinko gaming machine PY1.

[0011] The pachinko gaming machine PY1 includes an outer frame 22 attached to the island structure of the pachinko parlor, and a front door 23 attached to the outer frame 22 so as to be openable and closable. The front door 23 includes a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be openable and closable. Further, the front frame 23m includes a transparent plate 23t having transparency, and the game board 1 can be visually recognized from the front (the player side) through the transparent plate 23t.

[0012] In addition, the front door 23 includes an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the lower part of the front door 23 and stores the game balls supplied to the handle 72k. The handle 72k is installed at the lower right part of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.

[0013] In addition, the front door 23 includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined emission color, and a frame movable body 58k capable of operating in a predetermined operation mode. The speaker 52 is installed at the upper left and upper right parts of the front door 23 and outputs, for example, BGM (Back Ground Music) and sound effects. The frame lamp 53 is installed at the left and right parts of the front door 23 around the transparent plate 23t and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper part of the front door 23. Further, the frame movable body 58k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor as shown in FIG. 1, for example. Note that the movement of the frame movable body 58k may be other than up and down movement.

[0014] In addition, the front door 23 is provided with a normal button 40 operable by the player and a special button 41 operable by the player. The normal button 40 and the special button 41 are composed of, for example, a button having a pressing surface, a lever having a gripping portion, and the like. The normal button 40 is provided with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and 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 vibrating by the vibration motor. Note that the normal button 40 or the special button 41 may be configured to be operable in a predetermined operation mode (for example, rotation, protrusion, etc.), or may be configured by a cross key, a touch panel, or the like.

[0015] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board mounting frame 2A will be described with reference to FIG. 2. FIG. 2 is a front view of the game board 1.

[0016] The game board 1 includes a game area 6 through which a game ball launched by operating the handle 72k can flow down (fall). In the game area 6, game pins (not shown) for changing the flowing direction of the game ball are installed, and a winning device through which the game ball can win (enter or pass through) is installed. The winning device includes a general winning port 10, a first start port 11, a second start port 12, a gate 13, a first big winning port 14, and a second big winning port 15. Each of the winning devices is provided with a detection sensor for detecting the entry or passage of the game ball.

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

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

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

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

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

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

[0023] Also, an out opening 19 is installed at the bottommost part of the game area 6, and game balls that have not won in any of the general winning opening 10, the first start opening 11, the second start opening 12, the first major winning opening 14, and the second major winning opening 15 are discharged from the pachinko gaming machine PY1 through the out opening 19.

[0024] In addition, the game board 1 includes an image display device 50 capable of displaying a predetermined effect display, a board lamp 54 capable of emitting light in a predetermined emission color, a right hit lamp 54a capable of emitting light in a predetermined emission color, and a movable body 55k on the board capable of operating in a predetermined operation mode. The image display device 50 is installed at the central part of the game board 1 and includes a display unit 50a composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, a plurality of LEDs. The right hit lamp 54a is installed to the right of the display unit 50a and is composed of, for example, one LED. Characters "right hit" are drawn near the right hit lamp 54a. The movable body 55k on the board is installed in front of and above the display unit 50a. The movable body 55k on the board includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. Note that the movement of the movable body 55k on the board may be other than up and down movement.

[0025] In addition, the game board 1 includes indicators 8 for notifying the state of the pachinko game machine PY1. The indicators 8 are installed at the lower left part of the game board 1 and are composed of, for example, a plurality of LEDs. The pachinko game machine PY1 notifies the player of the game state of the pachinko game machine PY1 (variable display (fluctuating display) and stop display of a special figure (special symbol), variable display (fluctuating display) and stop display of a normal figure (normal symbol), special figure 1 hold number, special figure 2 hold number, normal figure hold number, current game state, right hit state, etc.) by a combination of lighting, blinking, and extinguishing of a plurality of LEDs.

[0026] 3. Basic Game Next, the basic game of the pachinko game machine PY1 will be described. The pachinko game machine PY1 can execute a special figure game and a normal figure game using the game balls launched by operating the handle 72k.

[0027] 3-1. Special Figure Game When a winning prize occurs at the first start port 11 or the second start port 12 of the pachinko gaming machine PY1 for a game ball, the pachinko gaming machine PY1 acquires the right to conduct a jackpot determination and conducts the 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.

[0028] The right to conduct a jackpot determination is, for example, a random value, and the pachinko gaming machine PY1 conducts the jackpot determination based on the acquired random value. The jackpot determination is to determine 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.

[0029] When the pachinko gaming machine PY1 conducts a jackpot determination due to a winning prize at the first start port 11 of a game ball, it performs variable display of the first special figure (also referred to as special figure 1). The variable display of the first special figure is, for example, a display in which two LEDs in the upper left 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, the 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).

[0030] On the one hand, when the pachinko gaming machine PY1 makes a jackpot determination upon winning of the game ball at the second start port 12, it performs variable display of the second special figure (also referred to as special figure 2). The variable display of the second special figure is, for example, a display in which two LEDs at the lower left of the display devices 8 blink. When the variable display time corresponding to the type of 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 jackpot winning (for example, two LEDs at the lower left are lit), a mode indicating minor jackpot winning (for example, only one of the LEDs at the lower left is lit), and a mode indicating a loss (for example, only the other LED at the lower left is lit).

[0031] Also, when the game ball wins at the first start port 11 during the variable display of the special figure, the pachinko gaming machine PY1 performs a pre-reading determination described later and stores the acquired right to receive the jackpot determination as a reservation for special figure 1. On the other hand, when the game ball wins at the second start port 12 during the variable display of the special figure, the pachinko gaming machine PY1 performs a pre-reading determination and stores the acquired right to receive the 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, the jackpot determination for the reservation for special figure 1 may be preferentially performed, or the jackpot determination may be performed in the stored order.

[0032] The pre-reading determination is to pre-determine whether a jackpot game will be played (whether a jackpot win will be determined in the jackpot determination) before the jackpot determination. If a jackpot game is played, it is considered a pre-reading win, and if a jackpot game is not played, it is considered a pre-reading loss. When 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.

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

[0034] 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, although details will be described later, is a game in which a plurality of (for example, 10) round games in which the First Big Winning Opening 14 or the Second Big Winning Opening 15 is opened are conducted. The jackpot game is a game advantageous to the player because the opening of the First Big Winning Opening 14 or the Second Big Winning Opening 15 gives an opportunity for the game ball to win a prize (a chance to get prize balls). Note that the jackpot game ends when all of the plurality of round games are conducted.

[0035] On the other hand, after the pachinko gaming machine PY1 stops and displays the First Special Figure or the Second Special Figure in a mode indicating a minor win, it conducts a minor win game. The minor win game, although details will be described later, is a game in which the First Big Winning Opening 14 or the Second Big Winning Opening 15 is opened for a predetermined time (for example, 5 seconds). The minor win game is a game advantageous to the player because the opening of the First Big Winning Opening 14 or the Second Big Winning Opening 15 gives an opportunity for the game ball to win a prize (a chance to get prize balls).

[0036] 3-2. General Figure Game When a pachinko gaming machine PY1 detects that a game ball has passed through gate 13, it acquires the right to conduct a winning determination and makes the winning determination based on the acquired right. Then, the pachinko gaming machine PY1 performs variable display of the normal pattern according to the result of the winning determination.

[0037] The winning determination is used to decide whether to conduct auxiliary games. If auxiliary games are to be conducted, it is considered a winning selection; if not, it is considered a loss.

[0038] When the pachinko gaming machine PY1 makes a winning determination upon a game ball winning through gate 13, it performs variable display of the normal pattern. The variable display of the normal pattern is a display where a plurality of LEDs in the upper right part of the display devices 8 blink. When a predetermined time has elapsed since the start of the variable display of the normal pattern, the pachinko gaming machine PY1 performs a stop display of the normal pattern in a manner indicating the result of the winning determination. As the modes of the stop display of the normal pattern, there are a mode indicating a winning selection (for example, all LEDs are lit) and a mode indicating a loss (for example, only one LED is lit).

[0039] Also, when a game ball wins through gate 13 during the variable display of the normal pattern, the pachinko gaming machine PY1 stores the acquired right to receive the winning determination as a normal pattern hold. The pachinko gaming machine PY1 can store up to a predetermined number (for example, 2) of normal pattern holds. After the stop display of the normal pattern, the pachinko gaming machine PY1 makes a winning determination for the normal pattern holds.

[0040] When the pachinko gaming machine PY1 stores a normal pattern hold, it notifies the player of the number. The number of normal pattern holds is notified by the lighting of a plurality of LEDs in the lower right part of the display devices 8. For example, when the number of normal pattern holds is "1", only one LED is lit; when the number of normal pattern holds is "2", only two LEDs are lit.

[0041] 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 port 12 is opened for a predetermined time (for example, 3.5 seconds). Since the opening of the second start port 12 in the auxiliary game gives the player an opportunity to win a game ball into the second start port (an opportunity to win a prize ball, an opportunity to acquire the right to receive a big win determination), it is a game advantageous to the player.

[0042] 4. Game state Next, the game state of the pachinko gaming machine PY1 will be described with reference to Fig. 3(A). Fig. 3(A) is a diagram showing the game states that the pachinko gaming machine PY1 can take. As shown in Fig. 3(A), the pachinko gaming machine PY1, except for the big win game state in which a big win game is conducted, can take any one or more of the four types of game states: "low probability low base game state" (also referred to as "normal game state"), "low probability high base game state" (also referred to as "time-saving game state"), "high probability low base game state" (also referred to as "potential probability game state"), and "high probability high base game state" (also referred to as "probability 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 probability game state may be abbreviated as the potential probability state, and the probability change game state may be abbreviated as the probability change state. Also, the low base state may also be referred to as the non-time-saving state, and the low probability state may also be referred to as the normal probability state. Also, the big win game state, the high probability state, and the high base state can all be said to be advantageous states for the player.

[0043] The "low probability low base game state" is the game state in the initial state of the pachinko gaming machine PY1. The pachinko gaming machine PY1 can set the game state to the initial state by operating an initialization switch (also referred to as a "RAM clear switch") (not shown) provided on the back of the front door 23.

[0044] The "low-probability high-base game state" is a game state that may occur after a jackpot game state and continues until a predetermined short-time end condition is satisfied. The predetermined short-time end condition includes that a jackpot game is conducted and that the number of variable displays of the special figure reaches a predetermined number (for example, 200 times).

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

[0046] 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 that a jackpot game is conducted and that the number of variable displays of the special figure reaches a predetermined number (for example, 200 times). Note that 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".

[0047] 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 that a jackpot game is conducted and that the number of variable displays of the special figure reaches a predetermined number (for example, 100 times). Note that 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".

[0048] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of winning a big hit in the big hit determination is the normal probability (for example, 1 / 300). 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".

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

[0050] Note that since the non-time-saving state is a state where it is difficult or impossible for a game ball to win in the second start port 12, it can be said that the "low probability low base game state" and the "high probability low base game state" are game states where it is easier for a game ball to win in the first start port 11 than in the second start port 12. On the other hand, since the time-saving state is a state where it is easy for a game ball to win in the second start port 12, it can be said that the "low probability high base game state" and the "high probability high base game state" are game states where it is easier for a game ball to win in the second start port 12 than in the first start port 11.

[0051] In addition, in the non-time-limited state, in order to aim at the first starting 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-limited state, in order to aim at the second starting 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.

[0052] Also, the pachinko game machine PY1 can change the jackpot winning probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched among three levels: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1"; when it is in the middle position, it is called "Setting 2"; and when it is in the lower position, it is called "Setting 3". In "Setting 1", the jackpot winning probability in the normal probability state is the first probability (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".

[0053] 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 any one or more of four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".

[0054] "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 major winning opening 14 or the second major 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.

[0055] "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 major winning opening 14 or the second major 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.

[0056] "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 major winning opening 14 or the second major 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.

[0057] 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 the α-number of round games are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round game, either the first big winning opening 14 or the second big winning opening 15 is opened. That is, in the "Big Win Game Zα", depending on α, round games are conducted for any number of times from 2 to 10 times.

[0058] Note that in the "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", it is also possible that only the first big winning opening 14 is opened for all round games, or only the second big winning opening 15 is opened for all round games, or the first big winning opening 14 is opened for some round games and the second big winning opening 15 is opened for the remaining round games. For any round game where the first big winning opening 14 is opened and any round game where the second big winning opening 15 is opened, since the opportunity of winning the game ball (the opportunity of getting bonus balls) is given, it is a game advantageous to the player.

[0059] The "Big Win Game Wα" and "Big Win Game Yα" belong to the so-called probability-variable big win games where the game state becomes a high probability state, and the "Big Win Game Xα" and "Big Win Game Zα" belong to the so-called normal big win games where the game state becomes a normal probability state. Therefore, it can be said that the "Big Win Game Wα" and "Big Win Game Yα" are big win games more advantageous to the player regarding 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 conducted is a game state more advantageous to the player than the big win game state in which either the "Big Win Game Xα" or the "Big Win Game Zα" is conducted.

[0060] In addition, "Big Win Game Wα" and "Big Win Game Xα" belong to the so-called electrically supported big win games in which the game state becomes a time-saving state, and "Big Win Game Yα" and "Big Win Game Zα" belong to the so-called electrically unsupported big win games in which the game state becomes a non-time-saving state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Xα" are more advantageous big win games for the player than "Big Win Game Yα" and "Big Win Game Zα" with respect to the subsequent second start port 12 (with respect to the ease of winning of the game balls into the subsequent second start port 12), and the big win game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played can be said to be a game state that is more advantageous for the player than the big win game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.

[0061] Incidentally, since the big win game state is a game in which the player fires a game ball toward the right part of the game area 6 in order to aim at the first big winning port 14 or the second big winning port 15 installed in the right part of the game area 6, it can also be said to be a right-handed state.

[0062] Here, the flow of the big win game will be described. FIG. 4(A) is a time chart showing the flow of the big win game. Here, a big win game in which only the first big winning port 14 is opened is illustrated.

[0063] As shown in FIG. 4(A), when the jackpot game starts after the stop display of the special figure, first, a jackpot opening (also referred to as "jackpot OP") is set. The jackpot OP continues until a predetermined time (for example, 10 seconds) elapses. When the jackpot OP ends, the first-round round game starts. The round game continues until a predetermined time (for example, 30 seconds) elapses or a predetermined number (for example, 10) of game balls win at the first major winning port 14. When the first-round round game ends, an interval between rounds (also referred to as "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) elapses. 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.

[0064] 6. Minor jackpot game Next, the minor jackpot game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(B). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform a minor jackpot game as a game different from the jackpot game. Unlike the jackpot game, the minor jackpot game is a game in which the game state is not changed thereafter. For example, when the minor jackpot game is performed in the "low-probability low-base game state", the "low-probability low-base game state" continues even after the minor jackpot game. In the minor jackpot game, the pachinko gaming machine PY1 opens either the first major winning port 14 or the second major winning port 15.

[0065] FIG. 4(B) is a time chart showing the flow of a minor winning game. Here, a minor winning game in which only the first major winning opening 14 is opened is illustrated. As shown in FIG. 4(B), when the minor winning game starts after the stop display in the special figure, first, a pre-opening interval (also referred to as "pre-opening IT") is set. The pre-opening IT continues until a predetermined time (for example, 2 seconds) elapses, 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 in the first major winning opening 14. When the opening of the first major winning opening 14 ends, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) elapses, and the end of the post-opening IT ends one minor winning game. Note that either one or both of the pre-opening IT and the post-opening IT may not be set. Also, considering the playability of the pachinko gaming machine PY1, the minor winning game may not be performed.

[0066] 7. Auxiliary Game Next, the auxiliary game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform an auxiliary game as a game different from the jackpot game and the minor winning game. The auxiliary game is a game in which the second starting opening 12 opens, which is different from the jackpot game and the minor winning game. The opening time of the second starting opening 12 changes according to the game state. For example, when the auxiliary game is performed in the non-time-saving state, the second starting opening 12 opens only for the first opening time (for example, 0.1 second), while when the auxiliary game is performed in the time-saving state, the second starting opening 12 opens for the second opening time (for example, 3.5 seconds), which is longer than the first opening time.

[0067] Figure 4(C) is a time chart showing the flow of the auxiliary game. As shown in Figure 4(C), after the stop display of the normal drawing, when the auxiliary game starts, 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.

[0068] 8. Effects Next, the effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 5 to 12. The pachinko gaming machine PY1 can set different effect modes according to the gaming state. In each effect mode, the pachinko gaming 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 gaming machine PY1.

[0069] 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 gaming 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.

[0070] The waiting customer presentation mode is a presentation mode that may be set when the stop display of the special figure is being performed (when the variable display of the special figure is not being performed) in the "low probability, low base game state", "low probability, high base game state", "high probability, low base game state", and "high probability, high base game state". In the waiting customer presentation mode, it is suggested to the player that the machine is waiting for the variable display of the special figure. The pachinko machine PY1 can perform a waiting customer presentation during the setting of the waiting customer presentation mode. As shown in Fig. 5(A-1), the waiting customer presentation is an effect 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 effects of the pachinko machine PY1 on the display unit 50a, as shown in Fig. 5(A-2). The pachinko machine PY1 enables the setting of the effects of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the effects include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a (also referred to as "light amount setting"), the frequency setting of the executed effects (also referred to as "effect setting"), etc.

[0071] 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 not in the 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 multiple types of backgrounds may be displayed in order or randomly.

[0072] The probability-variable effect mode is an effect mode that may be set over one or more variable displays of special diagrams in the "high-probability high-base game state". In the probability-variable effect mode, it is suggested to the player that it is a high-probability state and a time-reduced state. In the pachinko machine PY1, in the probability-variable effect mode, as shown in FIG. 5(B-2), for example, a probability-variable background image G103 representing the universe is displayed on the display unit 50a. Note that the background displayed in the probability-variable effect mode is not limited to only the probability-variable background image G103, and a plurality of types of backgrounds may be displayed in order or randomly.

[0073] The time-reduced effect mode is an effect mode that may be set over one or more variable displays of special diagrams in the "low-probability high-base game state". In the time-reduced effect mode, it is suggested to the player that it is a normal-probability state and a time-reduced state. In the pachinko machine PY1, in the time-reduced effect mode, as shown in FIG. 5(B-3), for example, a time-reduced background image G104 representing the sky is displayed on the display unit 50a. Note that the background displayed in the time-reduced effect mode is not limited to only the time-reduced background image G104, and a plurality of types of backgrounds may be displayed in order or randomly.

[0074] The jackpot effect mode is an effect mode set in the jackpot game state. In the jackpot effect mode, it is suggested to the player that the jackpot game is being executed. In the pachinko machine PY1, in the jackpot effect mode, at the start of the jackpot game, as shown in FIG. 5(C-1), an opening image G107 indicating the start of the jackpot game, a right-hit image G108 prompting "right hit", etc. are displayed on the display unit 50a. Note that the display of these images is called an "opening effect".

[0075] Also, in the pachinko machine PY1, in the jackpot effect mode, during the round game, as shown in FIG. 5(C-2), a round image G109 indicating the number of rounds, etc. are displayed on the display unit 50a, and if it then enters the high-probability state, an upgrade image G110 indicating the entry into the high-probability state is displayed on the display unit 50a. Note that the display of these images is called a "round effect".

[0076] In addition, in the jackpot effect mode, when the jackpot game ends, as shown in FIG. 5(C-3), the pachinko gaming machine PY1 displays on the display unit 50a an ending image G111 that suggests the effect mode set after the jackpot effect mode, a total prize ball number image G112 that suggests the total number of prize balls paid out, and the like. The display of these images is referred to as an "ending effect".

[0077] In the basic embodiment, five types of effect modes, namely, the customer waiting effect mode, the normal effect mode, the probability variation effect mode, the time-saving effect mode, and the jackpot effect mode, are set. However, the types of effect modes may be appropriately changed or added.

[0078] 8-2. Special figure variation effect Next, the special figure variation effect (also referred to as the "variation effect") will be described with reference to FIGS. 6 to 8. The special figure variation effect is an effect for suggesting the result of the jackpot determination. When the variable display of the special figure is started, the pachinko gaming machine PY1 executes a special figure variation effect using effect symbols in parallel with the variable display of the special figure. As shown in FIG. 6(A), the effect symbols are composed of a left effect symbol EZ1, a middle effect symbol EZ2, and a right effect symbol EZ3.

[0079] In the special figure variation effect of the pachinko gaming machine PY1, the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the background (normal background image G102, probability variation background image G103, time-saving background image G104). Note that "↓" in the figure indicates that the variable display of the effect symbol is in progress. The effect symbols EZ1, EZ2, and EZ3 are composed of, for example, numeral symbols from "1" to "9" respectively. In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special figure and stop with the stop display of the special figure. Then, the result of the jackpot determination is suggested by the stop display mode of the effect symbols EZ1, EZ2, and EZ3.

[0080] 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.

[0081] In the normal variation, as shown in FIG. 6(B), the pachinko gaming machine PY1 starts the variable display of the performance symbols EZ1, EZ2, and EZ3. Then, when the pachinko gaming machine PY1 results in a loss without generating a reach after the normal variation, as shown in FIG. 6(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped in different manners, and then, as shown in FIG. 6(D), the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a loss (so-called scattered 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 appropriately changed.

[0082] 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.

[0083] In the N-reach, the pachinko gaming machine PY1 gradually decelerates the variation speed of the middle effect symbol EZ2 as shown in FIG. 7(A). When the pachinko gaming machine PY1 results in a miss in the N-reach, it stops the middle effect symbol EZ2 as shown in FIG. 7(B) and stops and displays the effect symbols EZ1, EZ2, and EZ3 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 gaming machine PY1 develops into an SP-reach after the N-reach, it does not stop the middle effect symbol EZ2. Note that the effect content of the N-reach can be changed as appropriate.

[0084] 8-2-3. SP Reach After the N-reach, the pachinko gaming machine PY1 can perform an SP-reach. The SP-reach is, for example, a reach effect in which a battle between the protagonist character and the enemy character is displayed, and functions as an effect suggesting a high possibility of a big win game being performed.

[0085] 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 of the text "Defeat enemy A!". After that, as shown in FIG. 8(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the protagonist character and the enemy character battling on the display unit 50a. When approaching the final stage of the battle, if the pachinko gaming machine PY1 is to result in a big win during the SP reach, as shown in FIG. 8(C-1), it displays the protagonist character victorious and happy in the battle to suggest a big win, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a mode suggesting a big win (so-called double zeros). Also, if the pachinko gaming machine PY1 is to result in a loss during the SP reach, as shown in FIG. 8(C-2), it displays the enemy character victorious and happy in the battle to suggest a loss, and stops and displays the performance symbols EZ1, EZ2, and EZ3 in a mode suggesting a reach loss. On the other hand, if the pachinko gaming machine PY1 is to develop into an SPSP reach after this SP reach, it does not stop the middle performance symbol EZ2. Note that the performance content of the SP reach can be changed as appropriate.

[0086] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after the SP reach. The SPSP reach is, for example, a reach performance in which a battle between the protagonist character and a powerful enemy character is displayed, and functions as a performance suggesting a high possibility of a big win game being played.

[0087] In the SPSP reach of the pachinko gaming machine PY1, as shown in FIG. 9(A), an SPSP title image G2 indicating the start of the SPSP reach is displayed on the display unit 50a. The SPSP title image G2 is, for example, a character image of "Defeat enemy B!". Thereafter, as shown in FIG. 9(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and a powerful enemy character image G202 representing the powerful enemy character on the display unit 50a, and displays a video 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 hits the 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 the jackpot, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode (so-called double-zero) suggesting the jackpot. On the other hand, if the pachinko gaming machine PY1 misses in the SPSP reach, as shown in FIG. 9(C-2), it displays the powerful enemy character being happy about winning the battle so as to suggest the miss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting the reach miss. Note that the effect content of the SPSP reach can be changed as appropriate.

[0088] 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.

[0089] 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 expectancy for SPSP reach can be made higher than the jackpot expectancy for SP reach. Thus, by presetting the execution probability according to the result of the jackpot determination for an executable effect, the jackpot expectancy for that effect can be determined.

[0090] 8-3. Reserved Icon and the Said Icon During the storage of Special Figure 1 Reserved or Special Figure 2 Reserved, the pachinko machine PY1 can display the reserved icon HA on the display unit 50a. The reserved icon HA is, for example, an icon image of "〇". Also, during the variable display of the special figure, the pachinko machine PY1 can display the said icon TA on the display unit 50a. The said icon TA is, for example, the same icon image of "〇" as the reserved icon HA.

[0091] 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 number of Special Figure 1 Reserves or the number of Special Figure 2 Reserves. For example, when the number of Special Figure 1 Reserves is "1", the reserved icon HA is displayed in the first display area 50d1, and when the number of Special Figure 1 Reserves is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. Note that both the number of Special Figure 1 Reserves and the number of Special Figure 2 Reserves may be displayed in the reserved icon display area 50d, or only one of the number of Special Figure 1 Reserves and the number of Special Figure 2 Reserves may be displayed. Also, the number of display areas constituting the reserved icon display area 50d can be changed as appropriate.

[0092] 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.

[0093] 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 the special figure 1 or the special figure 2.

[0094] 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 the 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 the 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, and the player is notified that the number of holds in the special figure 1 is "1".

[0095] 8-4. Advance Notice Performance The pachinko gaming machine PY1 can perform an advance notice performance at any timing in the special figure variation performance. The advance notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the on-board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance suggesting the possibility of a big win game being played.

[0096] 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.

[0097] The pachinko gaming machine PY1 performs a movable body performance at any timing (for example, the timing of developing from N reach to SP reach) in the special figure variation performance. Here, a movable body performance using the on-board movable body 55k is exemplified. The movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a as shown in FIG. 11(A). The pachinko gaming machine PY1 displays the effect image G4 in a space on the display unit 50a that does not overlap with the on-board movable body 55k during the movable body performance. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to its normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case where it develops into SPSP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be changed as appropriate.

[0098] 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.

[0099] The pachinko gaming machine PY1 performs an operation effect at any timing (for example, 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 ends 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.

[0100] 8-4-3. Anticipatory effect The pachinko gaming machine PY1 can perform an anticipatory effect based on an anticipatory determination as a pre-warning effect. The anticipatory 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.

[0101] The pachinko gaming machine PY1 performs a pre-reading effect according to storing a hold of FIG. 1 or a hold of FIG. 2. Here, the pre-reading effect for the hold of FIG. 1 will be exemplified. When a game ball enters the first start port 11, the pachinko gaming machine PY1, when storing 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 of a special mode) is an image that suggests a higher jackpot expectation than the icon image of "〇" (icon image of a normal mode). Thus, the effect of displaying the icon image of the special mode is also called a hold change effect. Note that the content of the pre-reading effect can be changed as appropriate.

[0102] 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.

[0103] 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 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.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] 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 reservations, etc. The reach determination is to determine whether to perform the above-mentioned reach effects (N-reach, SP-reach, SPSP-reach) during the variable display of the special figure. If the reach effect is to be performed, it is considered that there is a reach, and if the reach effect is not to be performed, it is considered that there is no reach. The game control microcomputer 101 can select any one of seven types of variation patterns, namely, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022" as the variation pattern. The game control microcomputer 101 performs variable display of the first special figure or the second special figure in a variable display mode (variable display time) corresponding to the selected variation pattern. Note that the type of variation pattern can be changed as appropriate.

[0108] Here, the roles of each variation pattern will be described. As described above, during the variable display of the special figure, a special figure variation effect is performed. In the special figure variation effect, an effect flow composed of one or more effects is executed, and each variation pattern is associated with the variable display time of the special figure and the effect flow executed in the special figure variation effect. For example, as shown in FIG. 14, "THP001" and "THP011" are associated with a variable display time of the special figure of 120,000 ms and an effect flow composed of "Normal Variation" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach", "THP002" and "THP012" are associated with a variable display time of the special figure of 100,000 ms and an effect flow composed of "Normal Variation" → "Reach" → "N Reach" → "SP Reach", "THP013" is associated with a variable display time of the special figure of 20,000 ms and an effect flow composed of "Normal Variation" → "Reach" → "N Reach", and "THP021" and "THP022" are associated with an effect flow composed of only "Normal Variation" with a variable display time of the special figure of 13,000 ms or 2,000 ms. In this way, depending on the type of variation pattern selected by the game control microcomputer 101, the time of the special figure variation effect and the effects executed in the special figure variation effect are made different.

[0109] 「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.

[0110] 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. When the game control microcomputer 101 acquires the right to receive the jackpot determination, it refers to the prediction judgment table 103b1 and selects the type of prediction pattern. The figure shown in FIG. 15 is the prediction judgment table 103b1.

[0111] As shown in FIG. 15, the game control microcomputer 101 selects the type of prediction pattern based on the game state, the type of 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.

[0112] 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, "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"), so "SHP002" is referred to as the "reach loss prediction pattern". Also, "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"), so "SHP003" is referred to as the "normal loss prediction pattern".

[0113] 9-2-3. Symbol Judgment Table In the game storage unit 101c, a symbol judgment table 103c1 shown in FIG. 16 is stored. The symbol judgment table 103c1 is a table referred to when selecting the types of stop symbols of the first special figure and the second special figure. When a big win determination is made, the game control microcomputer 101 refers to the symbol judgment table 103c1 and selects the types of stop symbols of the first special figure and the second special figure. The figure shown in FIG. 16 is the symbol judgment table 103c1.

[0114] 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 type of start port, the result of jackpot determination, etc. The game control microcomputer 101 can select any one of the seven types of stop symbols, namely, "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "small win symbol", "loss A symbol", and "loss B symbol" as the type of stop symbol. The game control microcomputer 101 performs the 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.

[0115] Here, the roles of each stop symbol will be described. As described above, after the stop display of the special figure, there are cases where a jackpot game is played, a small win game is played, a time-saving state occurs, and a loss occurs without doing 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 "loss A symbol" is associated with a simple loss where nothing is done, and the "loss B symbol" is associated with the time-saving state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, small win games, and types of losses (whether to enter the time-saving state) to be executed are made different.

[0116] 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". Further, since the "Lose A Symbol" is determined in the case of a mere loss where nothing is done later, the "Lose A Symbol" is sometimes referred to as "normal lose 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 "lose time shortening symbol". Regarding the selection ratio of the stop symbols, it is possible to set appropriately in consideration of the playability of the pachinko machine PY1.

[0117] 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.

[0118] 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 in the first start port 11, the second start port command issued when the game ball wins in 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 in the first big winning port 14, the first big winning port command issued when the game ball wins in the second big winning port 15, the general winning port command issued when the game ball wins in the general winning port 10, etc.

[0119] 9-3-2. Special Figure Command Special drawing commands are issued in relation to the operations of the first special drawing and the second special drawing. Examples of special drawing commands include a special drawing variation pattern command issued when a variation pattern of the special drawing is determined, a special drawing stop symbol command issued when a stop symbol of the special drawing is determined, a special drawing start command issued when the start of variable display of the special drawing occurs, a special drawing confirmation command issued when the stop display of the special drawing occurs, and so on.

[0120] 9-3-3. General drawing commands General drawing commands are issued in relation to the operations of the general drawing. Examples of general drawing commands include a general drawing start command issued when the start of variable display of the general drawing occurs, a general drawing confirmation command issued when the stop display of the general drawing occurs, and so on.

[0121] 9-3-4. Hold commands Hold commands are issued in relation to the increase or decrease in the number of holds for special drawing 1 hold, special drawing 2 hold, and general drawing hold. Examples of hold commands include a special drawing 1 hold increase command issued when the number of special drawing 1 holds increases, a special drawing 1 hold decrease command issued when the number of special drawing 1 holds decreases, a special drawing 2 hold increase command issued when the number of special drawing 2 holds increases, a special drawing 2 hold decrease command issued when the number of special drawing 2 holds decreases, a general drawing hold increase command issued when the number of general drawing holds increases, a general drawing hold decrease command issued when the number of general drawing holds decreases, and so on.

[0122] 9-3-5. Big win game commands Big win game commands are issued in relation to the operations of big win games. Examples of big win game commands include an OP command issued when the start of OP occurs, a round command issued when the start of each round game occurs, an ED command issued when the start of ED occurs, and so on.

[0123] 9-3-6. Small win game commands Small win game commands are issued in relation to the operations of small win games. Examples of small win game commands include a pre-opening IT command issued when the start of pre-opening IT occurs, a post-opening IT command issued when the start of post-opening IT occurs, and so on.

[0124] 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 when the auxiliary game starts.

[0125] 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, and a right hit command issued when the game state is the right hit state.

[0126] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU and mainly executes various presentations (presentation mode, special figure change presentation, held presentation, preview presentation, etc.). The presentation control microcomputer 121 also includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs a presentation command output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM and stores a processing program for processing performed by the CPU in various presentations, a table for selecting a preview presentation, etc., and presentation data issued according to the execution of the presentation.

[0127] Various presentations are mainly executed based on the presentation command and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing program, table, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.

[0128] <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.

[0129] First, the front door 23 will be specifically described with reference to FIG. 17. FIG. 17 is a perspective view of the lower part of the front door 23. As shown in FIG. 17, on the front surface portion 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 buttons for up, down, left, and right are provided.

[0130] 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) 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 launched.

[0131] The four-way button 42 is a button used in the operation effect in the special figure variation effect, similar to the normal button 40, and includes an up button 42a corresponding to the upward direction, a down button 42b corresponding to the downward direction, a left button 42c corresponding to the left direction, and a right button 42d corresponding to the right direction. When the four-way button 42 is operated by the player, a predetermined image is displayed on the display unit 50a, the panel lamp 54 emits light in a predetermined light emission mode, or a predetermined sound is output from the speaker 52.

[0132] Next, with reference to FIGS. 18 to 24, the special figure variation effect executable by the effect control microcomputer 121 according to the variation pattern selected by the game control microcomputer 101 will be described. The effect control microcomputer 121 can execute the following effects in the special figure variation effect in the non-time-limited state.

[0133] A. Normal Variation "Normal Variation" is an effect that may be performed in response to the start of the variable display in the special figure, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed. Since "Normal Variation" is performed first in the special figure variation effect, it functions as an effect suggesting that the special figure variation effect has started.

[0134] 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 jackpot determination is "Jackpot Win", it functions as an effect suggesting that a jackpot game may be played. Also, since "Reach" may develop into reach effects such as "N-Reach", "SP-Reach", and "SPSP-Reach" thereafter, it also functions as an effect suggesting that a reach effect may be performed.

[0135] 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 jackpot determination is "Jackpot Win", it functions as an effect suggesting that a jackpot game may be played.

[0136] D. SP-Reach "SP-Reach" is an effect that may be performed after "N-Reach", and is a reach effect in which the protagonist character and the enemy character battle. Since "SP-Reach" is more likely to be performed when the result of the jackpot determination is "Jackpot Win" than when it is "Loss", it functions as an effect suggesting that the possibility of a jackpot game being played is high.

[0137] E. SPSP-Reach "SPSP Reach" is an effect that may occur after "SP Reach", and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when it develops from "SP Reach" to "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach", "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".

[0138] F. Character Voice Announcement "Character Voice Announcement" is an effect that may occur during "N Reach", and is an announcement effect where the voice of the protagonist character is output from the speaker 52 in response to the operation of the normal button 40 and the cross button 42. Since it may develop into "SP Reach" afterwards, it functions as an effect suggesting the possibility of "SP Reach" being performed.

[0139] G. Cut-in Announcement "Cut-in Announcement" is an effect that may occur during "SP Reach", and is an announcement effect where the protagonist character image G200 is displayed on the display unit 50a in response to the operation of the normal button 40. Since it may develop into "SPSP Reach" afterwards, it functions as an effect suggesting the possibility of "SPSP Reach" being performed.

[0140] H. Roulette Announcement "Roulette Announcement" is an effect that may occur during "SPSP Reach", and is an announcement effect where one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) in response to the operation of the cross button 42. Since the production symbols EZ1, EZ2, EZ3 may stop and be displayed in a triple showing a jackpot afterwards, it functions as an effect suggesting the possibility of a jackpot game being played.

[0141] Next, with reference to FIG. 18, the production flow of the main special figure variation production executed in the non-time-saving state will be described. In each production that constitutes the production flow, the production control microcomputer 121 displays a production image on the display unit 50a, and in response to the display of the production image, it is possible to execute a light emission production using the frame lamp 53 and the panel lamp 54, and a sound production using the speaker 52.

[0142] As shown in FIG. 18(A), in the special figure variation productions with the variation patterns of "SPSP jackpot variation" and "SPSP loss variation", a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed. In these special figure variation productions, "character voice preview" may be performed at "N reach", "cut-in preview" may be performed at "SP reach", and "roulette preview" may be performed at "SPSP reach".

[0143] Also, as shown in FIG. 18(B), in the special figure variation productions with the variation patterns of "SP jackpot variation" and "SP loss variation", a production flow composed of "normal variation" → "reach" → "N reach" → "SP reach" is executed. In these special figure variation productions, "character voice preview" may be performed at "N reach", and "cut-in preview" may be performed at "SP reach".

[0144] Also, as shown in FIG. 18(C), in the special figure variation production with the variation pattern of "N loss variation", a production flow composed of "normal variation" → "reach" → "N reach" is executed. In this special figure variation production, "character voice preview", "cut-in preview", and "roulette preview" are not performed.

[0145] Also, as shown in FIG. 18(D), in the special figure variation production with the variation pattern of "normal loss variation", a production flow composed of only "normal variation" is executed. In this special figure variation production, "character voice preview", "cut-in preview", and "roulette preview" are not performed.

[0146] Next, the main effects executed in the special figure variation effect will be specifically described. In the special figure variation effect described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.

[0147] First, the "character voice preview" will be specifically described. The effect control microcomputer 121 can execute the "character voice preview" in the "N reach" in the special figure variation effects where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP loss variation", or "SP loss variation".

[0148] As shown in FIG. 19, the effect storage unit 121b of the effect control microcomputer 121 stores a character voice preview selection table 123a1 and a voice volume selection table 123a2. The effect control microcomputer 121 can select whether to execute the "character voice preview" using the character voice preview selection table 123a1 and the type of voice when executing the "character voice preview". When executing the "character voice preview", the voice volume can be selected using the voice volume selection table 123a2. There are two types of voice types, "Chance" and "Congratulations", and there are three voice volumes from the first to the third. Although details will be described later, the voice volume varies depending on the type of weapon displayed by operating the normal button 40 in the "character voice preview".

[0149] FIG. 20(A) is a diagram showing the content of the character voice preview selection table 123a1. The effect control microcomputer 121 refers to the type of variation pattern and selects whether to execute the "character voice preview" and the type of voice when executing the "character voice preview".

[0150] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "character voice preview" of the voice "Chance" is selected at a rate of 70%, the execution of the "character voice preview" of the voice "Congratulations" is selected at a rate of 20%, and the non - execution of the "character voice preview" is selected at a rate of 10%.

[0151] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), the execution of the "character voice preview" of the voice "Chance" is selected at a rate of 50%, the non - execution of the "character voice preview" is selected at a rate of 50%, and the execution of the "character voice preview" of the voice "Congratulations" is not selected.

[0152] Also, when the variation pattern is "N loss 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.

[0153] That is, only in the case of the variation pattern corresponding to the result of the jackpot determination being "jackpot win", the execution of the "character voice preview" of the voice "Congratulations" is set to be selected, and the "character voice preview" of the voice "Congratulations" functions as an effect suggesting that a jackpot game is being played.

[0154] Also, only in the case of the variation pattern including "SP reach" in the effect flow, the execution of the "character voice preview" is set to be selected, and the "character voice preview" functions as an effect suggesting the development into "SP reach".

[0155] In the first embodiment, the execution of the "character voice preview" is set to be selected only when the variation pattern includes "SP reach" in the production flow. However, even when the variation pattern does not include "SP reach" in the production flow, the execution of the "character voice preview" may be selected. In this case, it is preferable that the execution of the "character voice preview" is less likely to be selected when the variation pattern does not include "SP reach" in the production flow than when the variation pattern includes "SP reach" in the production flow. Note that the selection ratio indicated by the character voice preview selection table 123a1 shown in FIG. 20(A) can be changed as appropriate.

[0156] FIG. 20(B) is a diagram showing the content of the voice volume selection table 123a2. The production control microcomputer 121 refers to the type of variation pattern and the type of weapon changed when the player operates the normal button 40 in the "character voice preview", and selects the volume of the voice output from the speaker 52 in the "character voice preview". Although details will be described later, there are three types of weapon types: "gold bar", "dagger", and "bullet".

[0157] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), and the type of weapon is "gold bar", the first volume is selected at a ratio of 70% and the second volume is selected at a ratio of 30%, and the third volume is not selected.

[0158] Also, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), and the type of weapon is "dagger", the second volume is selected at a ratio of 70% and the third volume is selected at a ratio of 30%, and the first volume is not selected.

[0159] Also, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), and the type of weapon is "bullet", the third volume is selected at a ratio of 100%, and the first volume and the second volume are not selected.

[0160] Also, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), regardless of the type of weapon, the second volume is selected at a rate of 100%, and the first volume and the third volume are not selected.

[0161] That is, the first volume and the third volume are set to be selected only when the variation pattern corresponding to the jackpot determination result is "jackpot win", and the "character voice preview" in which the voice of the protagonist character is output at the first volume or the third volume functions as an effect suggesting that a jackpot game is being played.

[0162] Also, when the variation pattern corresponding to the result of the jackpot determination is "miss", regardless of the type of weapon, the second volume is always set to be selected. On the other hand, when the variation pattern corresponding to the result of the jackpot determination is "jackpot win", when the type of weapon is "gold bar", the first volume is more likely to be selected than the second volume, and when the type of weapon is "dagger", the second volume is more likely to be selected than the third volume. The "character voice preview" when the type of weapon is "gold bar" functions as an effect that more easily suggests that a jackpot game is being played than the "character voice preview" when the type of weapon is "dagger".

[0163] Also, it is set such that when the type of weapon is "gold bar", the first volume is more likely to be selected, when the type of weapon is "dagger", the second volume is more likely to be selected, and when the type of weapon is "bullet", the third volume is more likely to be selected. For the "character voice preview" when "gold bar" is displayed, the probability that the voice of the protagonist character is output at the first volume is high. For the "character voice preview" when "dagger" is displayed, the probability that the voice of the protagonist character is output at the second volume is high. For the "character voice preview" when "bullet" is displayed, it can be said that the probability that the voice of the protagonist character is output at the third volume is high. Note that the selection ratio shown by the voice volume selection table 123a2 shown in FIG. 20(B) can be changed as appropriate.

[0164] In the first embodiment, the selected volume varies according to the type of variation pattern, but the same volume may be selected regardless of the type of variation pattern. For example, when the type of weapon is "club", the first volume is always selected; when the type of weapon is "dagger", the second volume is always selected; and when the type of weapon is "bullet", the third volume is always selected.

[0165] When the production control microcomputer 121 executes "character voice preview" in the special figure variation production, it executes "character voice preview" with the type and volume of the voice selected by the character voice preview selection table 123a1 and the voice volume selection table 123a2.

[0166] Figures 21(A) to 21(F) and Figures 22(A) to 22(F) are diagrams showing how "character voice preview" is performed. In the special figure variation production, when "reach" is achieved and "N reach" is performed as shown in Figure 21(A), "character voice preview" is performed.

[0167] In "character voice preview", the operation of the four-way button 42 becomes effective, and as shown in Figure 21(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 upper button image G300a imitating the upper button 42a, a lower button image G300b imitating the lower button 42b, a left button image G300c imitating the left button 42c, and a right button image G300d imitating the right button 42d. Only the left button image G300c and the right button image G300d blink and are displayed to prompt the player to operate the left button 42c or the right button 42d.

[0168] When the four - way button image G300 is being displayed, if the player operates the left button 42c or the right button 42d, the protagonist character image G200 will be displayed on the display unit 50a. As shown in FIG. 21(C), this protagonist character image G200 has two types of images: an image representing the protagonist character with a headband wrapped around the head, and an image representing the protagonist character without a headband wrapped around the head as shown in FIG. 21(D). Each time the player operates the left button 42c or the right button 42d, the displayed image switches. In the first 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.

[0169] And when a predetermined time (e.g., 3 seconds) elapses after the four - way button image G300 is displayed, the four - way button image G300 is erased, and the protagonist character image G200 being displayed at that time is fixedly displayed. FIG. 21(E) shows the case where the protagonist character image G200 with a headband wrapped around the head is fixedly displayed.

[0170] When the protagonist character image G200 is fixedly displayed, the operation of the normal button 40 becomes effective, and as shown in FIG. 21(F), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a.

[0171] When the normal button image G31 is being displayed, if the player operates the normal button 40, as shown in FIG. 22(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 'golden club', suggesting that the protagonist character is equipped with a 'golden club'.

[0172] After that, when the player further operates the normal button 40, as shown in FIG. 22(B), the weapon A image G301 changes to the weapon B image G302. The weapon B image G302 is an image representing two "daggers", suggesting that the protagonist character has equipped the "daggers".

[0173] After that, when the player further operates the normal button 40, as shown in FIG. 22(C), the weapon B image G302 changes to the weapon C image G303. The weapon C image G303 is an image representing three "bullets", suggesting that the protagonist character has equipped the "bullets".

[0174] In FIGS. 22(A) to 22(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.

[0175] In the first 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.

[0176] Then, when a predetermined time (for example, 3 seconds) elapses after the normal button image G31 is displayed, the normal button image G31 is erased, and the weapon image displayed at that time is fixedly displayed. FIG. 22(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, no weapon image is displayed.

[0177] Then, when a predetermined time (e.g., 2 seconds) has elapsed since the normal button image G31 is erased, the voice of the protagonist character is output from the speaker 52. At this time, when "Chance" is selected by the character voice preview selection table 123a1, as shown in FIG. 22(E), the voice of the protagonist character saying "Chance" is output from the speaker 52, and when "Congratulations" is selected by the character voice preview selection table 123a1, as shown in FIG. 22(F), the voice of the protagonist character saying "Congratulations" is output from the speaker 52.

[0178] The voice of the protagonist character is output at the volume selected by the voice volume selection table 123a2, and is output at any one of the first volume, the second volume, and the third volume. The second volume is the same volume as various voices output from the speaker 52 before the "character voice preview" is performed. When no weapon image is displayed without operating the normal button 40, the voice of the protagonist character is output at this second volume. Also, the first volume is a volume smaller than the second volume, and the third volume is a volume larger than the second volume.

[0179] Specifically, when the type of the fixedly displayed weapon image is "club", the voice of the protagonist character is output at either the first volume or the second volume. When the type of the fixedly displayed weapon image is "dagger", the voice of the protagonist character is output at either the second volume or the third volume. When the type of the fixedly displayed weapon image is "bullet", the voice of the protagonist character is output at either the second volume or the third volume (see FIG. 20(B)).

[0180] Then, when the voice of the protagonist character is output from the speaker 52, the protagonist character image G200 and the weapon image are erased, and the "character voice preview" ends. In the first embodiment, when the voice of the protagonist character in the "character voice preview" is output at the first volume or the third volume, the volume of various voices output thereafter returns to the second volume. However, when the voice of the protagonist character is output at the first volume, the first volume may continue thereafter, and when the voice of the protagonist character is output at the third volume, the third volume may continue thereafter.

[0181] Also, in the first embodiment, even when no weapon image is displayed, in other words, even when the normal button 40 is not operated, the voice of the protagonist character is output from the speaker 52. However, when the player does not operate the normal button 40, the voice of the protagonist character may not be output from the speaker 52.

[0182] Also, in the first embodiment, regardless of whether the protagonist character image G200 with a headband or the protagonist character image G200 without a headband is selected by operating the four-way button 42, the volume of the voice of the protagonist character is selected at the same ratio. However, when the protagonist character image G200 with a headband is selected and when the protagonist character image G200 without a headband is selected, the volume of the voice of the protagonist character may be selected at different ratios.

[0183] In addition, in the first embodiment, a case where no sound is output from the speaker 52 between when the weapon image is displayed and when the voice of the main character is output is exemplified. However, a predetermined sound may be output between when the weapon image is displayed and when the voice of the main character is output. In this case, the volume of the predetermined sound may be output at the same volume as the volume selected by the voice volume selection table 123a2, or may be output at a predetermined volume (for example, the second volume) regardless of the volume selected by the voice volume selection table 123a2.

[0184] Next, the "cut-in preview" will be specifically described. The production control microcomputer 121 can execute the "cut-in preview" in the "SP reach" in the special drawing variation production where the variation pattern is "SPSP big win variation", "SP big win variation", "SPSP loss variation", "SP loss variation".

[0185] As shown in FIG. 19, a cut-in preview selection table 123a3 is stored in the production memory unit 121b of the production control microcomputer 121. The production control microcomputer 121 can use the cut-in preview selection table 123a3 to select whether to execute the "cut-in preview" and the type of cut-in frame when the "cut-in preview" is executed. There are two types of cut-in frames: 'blue frame' and'red frame'.

[0186] FIG. 20(C) is a diagram showing the content of the cut-in preview selection table 123a3. The production control microcomputer 121 refers to the type of variation pattern and selects whether to execute the "cut-in preview" and the type of cut-in frame when the "cut-in preview" is executed.

[0187] Specifically, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), the execution of the "cut-in preview" with a 'blue frame' is selected at a rate of 20%, the execution of the "cut-in preview" with a'red frame' is selected at a rate of 40%, and the non-execution of the "cut-in preview" is selected at a rate of 40%.

[0188] Also, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), the execution of the "cut-in notice" for the 'blue frame' is selected at a rate of 50%, the execution of the "cut-in notice" for the'red frame' is selected at a rate of 10%, and the non-execution of the "cut-in notice" is selected at a rate of 40%.

[0189] That is, the variation pattern corresponding to the result of "big win winning" in the big win determination is set so that the execution of the "cut-in notice" for the'red frame' is more likely to be selected than the variation pattern corresponding to the result of "miss" in the big win determination, and the "cut-in notice" for the'red frame' functions as an effect suggesting that a big win game is likely to be played.

[0190] Also, the execution of the "cut-in notice" for the'red frame' is set to be selected more in the case of a variation pattern including "SPSP reach" in the effect flow than in the case of a variation pattern not including "SPSP reach" in the effect flow, and the "cut-in notice" for the'red frame' functions as an effect suggesting a high possibility of developing into "SPSP reach".

[0191] In the first embodiment, the execution of the "cut-in notice" is set to be selected only in the case of a variation pattern including "SP reach" in the effect flow, but even in the case of a variation pattern not including "SP reach" in the effect flow, the execution of the "cut-in notice" may be selected. In this case, it is preferable that the execution of the "cut-in notice" is less likely to be selected in the case of a variation pattern not including "SP reach" in the effect flow than in the case of a variation pattern including "SP reach" in the effect flow. Note that the selection ratio shown by the cut-in notice selection table 123a3 shown in FIG. 20(C) can be appropriately changed.

[0192] When the effect control microcomputer 121 executes the "cut-in notice" in the special figure variation effect, it executes the "cut-in notice" with the type of cut-in frame selected by the cut-in notice selection table 123a3.

[0193] Figures 23(A) to 23(D) are diagrams showing how a "cut-in preview" is performed. In the special figure variation effect, it develops into "SP reach", and as shown in Figure 23(A), when the protagonist character tries to attack the enemy character, a "cut-in preview" is performed.

[0194] In the "cut-in preview", the operation of the normal button 40 becomes effective, and as shown in Figure 23(B), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a. Then, when the player operates the normal button 40 while the normal button image G31 is being displayed, or when a predetermined operation effective time (for example, 3 seconds) elapses without the player operating the normal button 40, as shown in Figure 23(C), the normal button image G31 is erased, and a cut-in frame image G400 and a protagonist character image G200 are displayed on the display unit 50a. At this time, when "blue frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in blue, and when "red frame" is selected by the cut-in preview selection table 123a3, the cut-in frame image G400 is displayed in red.

[0195] Then, when a predetermined time (for example, 1 second) elapses after the cut-in frame image G400 and the protagonist character image G200 are displayed, as shown in Figure 23(D), the voice "Go-" of the protagonist character is output from the speaker 52. The volume of this voice of the protagonist character is output at the second volume regardless of whether the player operates the normal button 40 or not.

[0196] Then, when the voice of the protagonist character is output from the speaker 52, the cut-in frame image G400 and the protagonist character image G200 are erased, and the "cut-in preview" ends.

[0197] In the first embodiment, the volume of the voice of the main character output in the "Cut-in Preview" is set to be output at the second volume regardless of the volume of the voice of the main character output in the "Character Voice Preview" in the case of "N Reach". However, when the "Character Voice Preview" is performed in "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 the first volume in the "Character Voice Preview", the voice of the main character may be output at the first volume in the "Cut-in Preview" as well. If the voice of the main character is output at the third volume in the "Character Voice Preview", the voice of the main character may be output at the third volume in the "Cut-in Preview" as well.

[0198] Also, in the first embodiment, in the "Cut-in Preview", when the normal button 40 is operated, the voice of the main character is output from the speaker 52. However, when the four-way button 42 is operated, the voice of the main character may be output from the speaker 52.

[0199] Next, the "Roulette Preview" will be specifically described. The production control microcomputer 121 can execute the "Roulette Preview" in the "SPSP Reach" in the special figure variation production with the variation patterns of "SPSP Jackpot Variation" and "SPSP Loss Variation".

[0200] Figures 24(A) to 24(C) are diagrams showing how the "Roulette Preview" is performed. When the special figure variation production develops into "SPSP Reach" and as shown in Figure 24(A), when the main character tries to attack the powerful enemy character, the "Roulette Preview" is performed.

[0201] In the "Roulette Preview", the operation of the four-way button 42 becomes effective. As shown in FIG. 24(B), a skill image G600 representing the skills that the protagonist character can use is displayed in the center of the display unit 50a. At the same time, a four-way button image G300 imitating the four-way button 42 is displayed below the skill image G600. Only the up button image G300a and the down button image G300b blink and are displayed to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The skill image G600 consists of a skill image G600a indicating that the skill the protagonist character uses is "Punch", a skill image G600b indicating that the skill the protagonist character uses is "Chop", and a skill image G600c representing that the skill the protagonist character uses is "Kick". Initially, only the skill image G600a is displayed.

[0202] When the player operates the up button 42a or the down button 42b while the four-way button image G300 is displayed, the image displayed as the skill image G600 switches. Each time the up button 42a or the down button 42b is operated, the displayed image switches in the order of skill image G600a → skill image G600b → skill image G600c.

[0203] Then, when a predetermined time (for example, 3 seconds) elapses after the four-way button image G300 is displayed, the four-way button image G300 is erased, and the skill image G600 displayed at that time is fixedly displayed. At this time, a sound effect of "Pikoh" is output from the speaker 52 to indicate that the skill image G600 is fixedly displayed. The volume of this sound effect is output at the second volume regardless of whether the player operates the four-way button 42 or not. FIG. 24(C) shows the case where the skill image G600c is fixedly displayed.

[0204] Then, when a predetermined time (e.g., 1 second) has elapsed since the technique image G600 is fixedly displayed, the technique image G600 is erased and the "roulette preview" ends. After that, in the final stage of "SPSP reach", the protagonist character plays the technique corresponding to the fixedly displayed technique image G600, and a scene where the protagonist character wins against a strong enemy character or a scene where the strong enemy character wins against the protagonist character is displayed on the display unit 50a.

[0205] In the first embodiment, the volume of the sound effect output in the "roulette preview" is output at the second volume regardless of the volume of the voice of the protagonist character output in the "character voice preview" even when the "character voice preview" is performed in "N reach". However, when the "character voice preview" is performed in "N reach", the sound effect output in the "roulette preview" may be output at the same volume as the volume of the voice of the protagonist character output in the "character voice preview". For example, when the voice of the protagonist character is output at the first volume in the "character voice preview", the sound effect is also output at the first volume in the "roulette preview", and when the voice of the protagonist character is output at the third volume in the "character voice preview", the sound effect may also be output at the third volume in the "roulette preview".

[0206] Also, in the first 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 be switched by operating the normal button 40.

[0207] <Consideration of the First Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the first embodiment will be considered. First, the display mode of the protagonist character image G200 displayed in the "character voice preview" will be considered.

[0208] In the "Character Voice Preview", the protagonist character image G200 is displayed on the display unit 50a by operating the four-way button 42. And each time the four-way button 42 is operated while the protagonist character image G200 is being displayed, the protagonist character image G200 representing the protagonist character with a headband and the protagonist character image G200 representing the protagonist character without a headband alternate. Also, each time the normal button 40 is operated while the protagonist 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 protagonist character image G200. That is to say, 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 protagonist character image G200 is being displayed, the display mode of the protagonist character image G200 changes.

[0209] Next, consider the display mode of the skill image G600 displayed in the "Roulette Preview".

[0210] 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 to say, 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.

[0211] Next, consider the volume of the voice of the protagonist character output in the "Character Voice Preview".

[0212] In the "Character Voice Preview", after the display of the protagonist character image G200, the voice of the protagonist character is output from the speaker 52. The volume of the voice of the protagonist character is selected by the voice volume selection table 123a2, and the types of volume include the smallest first volume, the second volume larger than the first volume, and the third volume larger than the second volume. The third volume is selected with the highest probability when "bullet" is displayed on the protagonist character image G200 (see Fig. 20(B)). That is, when the voice of the protagonist character is output from the speaker 52 in a state where the weapon C image G303 representing "bullet" is displayed on the protagonist character image G200, compared with the case where the voice of the protagonist character is output from the speaker 52 in a state where the weapon C image G303 representing "bullet" is not displayed on the protagonist character image G200, it can be said that the probability of outputting the voice of the protagonist character at the largest third volume is high.

[0213] <Effect of the First Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the first embodiment will be described.

[0214] (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.

[0215] (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.

[0216] (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.

[0217] (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.

[0218] (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.

[0219] (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.

[0220] <Modification Example of the First Embodiment> Next, a modification example of the pachinko gaming machine PY1 described in the first embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.

[0221] In the first embodiment, the "character voice notice" is performed in the "N reach" of the special figure variation effect, but it may be performed before the "N reach" or after the "N reach".

[0222] Also, in the first embodiment, the "cut-in notice" is performed in the "SP reach" of the special figure variation effect, but it may be performed after the "character voice notice", or it may be performed outside the "SP reach". For example, in the "N reach", the "cut-in notice" may be performed after the "character voice notice" is executed, or the "cut-in notice" may be performed in the "SPSP reach".

[0223] Also, in the first embodiment, the "roulette notice" is performed in the "SPSP reach" of the special figure variation effect, but it may be performed after the "character voice notice", or it may be performed outside the "SPSP reach". For example, in the "N reach", the "roulette notice" may be performed after the "character voice notice" is executed, or in the "SP reach", the "roulette notice" may be performed before or after the "cut-in notice" is executed.

[0224] In addition, in the first embodiment, "character voice preview", "cut-in preview", and "roulette preview" are performed based on the result of the big win determination (variation pattern), but they may 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 interest of the game.

[0225] In addition, in the first 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 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.

[0226] In addition, in the first embodiment, the display mode of the protagonist character image G200 displayed in the "character voice preview" changes with any operation of the four-way button 42 and the normal button 40, but it may change only with the operation of the four-way button 42, or it may change only with the operation of the normal button 40.

[0227] In addition, in the first 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 protagonist character image G200 displayed in the "character voice preview" by operating the normal button 40. However, the display mode of the protagonist 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 protagonist character may change each time the normal button 40 is operated.

[0228] Also, in the first embodiment, the voice output in the "character voice preview" is the voice of the protagonist character, but other voices may be output. For example, sound effects such as "cuein" may be output, or sound effects may be output in addition to the voice of the protagonist character. In this case, it is preferable that the sound effects are output at the same volume as the volume selected by the voice volume selection table 123a2.

[0229] Also, in the first 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.

[0230] Also, in the first 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.

[0231] <The invention disclosed in the first embodiment> Up to the previous paragraph in this [mode for carrying out the invention], the following invention AA is disclosed. In the description of invention AA, the names, expressions, and reference numerals used in the drawings of the corresponding configurations in the embodiments for carrying out the aforementioned invention are appended in parentheses for reference. However, the elements such as the means constituting each invention are not limited to this appendix. Note that invention AA is a general term for the following inventions AA1 to AA4.

[0232] 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 the following Patent Document 1, 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.

[0233] The gaming machine according to Invention AA1 is a gaming machine that conducts a game using symbols (special drawings), and includes performance execution means (performance control microcomputer 121) that performs performance using performance means including operation means (normal buttons 40, four-direction buttons 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.

[0234] 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 ('Chance', 'Congratulations') as the predetermined voice whether the predetermined voice is output after changing the specific image to the special display mode or without changing the specific image to the special display mode. This is the gist.

[0235] 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.

[0236] The gaming machine according to Invention AA4 is a gaming machine according to Invention AA3, wherein 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. This is the gist.

[0237] <Second Embodiment> The second embodiment will be described below. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment is also applicable to the second embodiment.

[0238] First, the front door 23 will be specifically described with reference to FIG. 25. FIG. 25 is a perspective view of the lower part of the front door 23. As shown in FIG. 25, 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.

[0239] The handle 72k is a handle for firing a game ball toward the game board 1, and includes a touch sensor (not shown) that detects when 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.

[0240] The four-way button 42 is a button used in the operation performance in the special figure variation performance, 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.

[0241] Next, the on-board movable body 55k provided on the game board 1 will be described with reference to FIG. 26. As shown in FIG. 26(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.

[0242] 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.

[0243] The left movable body 55Lk and the right movable body 55Rk are configured to be able to move between the standby position shown in FIG. 26(B) and the lowermost position shown in FIG. 26(C). The effect control microcomputer 121 can move one or both of the left movable body 55Lk and the right movable body 55Rk to an arbitrary position by controlling the rotation of each drive motor.

[0244] 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.

[0245] In front of the movable body LEDs 55LL and 55RL, movable body lenses 55LLr and 55RLr for diffusing the light emitted by the movable body LEDs 55LL and 55RL are provided. The effect control microcomputer 121 can turn on or blink the left movable body 55Lk and the right movable body 55Rk in an arbitrary color through the movable body lenses 55LLr and 55RLr by causing the movable body LEDs 55LL and 55RL to emit light.

[0246] Next, with reference to FIGS. 27 to 33, a special figure variation effect that can be executed by the effect control microcomputer 121 according to the variation pattern selected by the game control microcomputer 101 will be described. The effect control microcomputer 121 can execute the following effects in the special figure variation effect in the non-time-short state.

[0247] A. Normal variation "Normal variation" is an effect that may be performed in response to the start of the variable display of the special figure, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed. Since "normal variation" is the first to be performed in the special figure variation effect, it functions as an effect suggesting that the special figure variation effect has started.

[0248] 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 with 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.

[0249] 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.

[0250] D. SP reach "SP Reach" is an effect that may occur after "N Reach" and is a reach effect where the protagonist character battles the enemy character. Since "SP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", it functions as an effect suggesting a high possibility of a jackpot game being played.

[0251] E.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach" and is a reach effect where the protagonist character battles a powerful enemy character. Since "SPSP Reach" is more likely to occur when the jackpot determination result is a "win" than when it is a "loss", it functions as an effect suggesting a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when it develops from "SP Reach" to "SPSP Reach" than when it does not, "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".

[0252] F. Character Voice Preview "Character Voice Preview" is an effect that may occur in "N Reach" and is a preview effect where the voice of the protagonist character is output from the speaker 52 and the movable body LEDs 55LL, 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 it may develop into "SP Reach" afterwards, it functions as an effect suggesting the possibility of "SP Reach" being performed.

[0253] G. Gimmick Preview "Gimmick Preview" is an effect that may occur in "SP Reach" and is a preview effect where the on-board movable body 55k operates in response to the operation of the normal button 40. Since it may develop into "SPSP Reach" afterwards, it functions as an effect suggesting the possibility of "SPSP Reach" being performed.

[0254] H. Roulette Preview "Roulette Preview" is an effect that may be performed in "SPSP Reach". It is a preview effect in which one technique is selected from a plurality of techniques (technique images G600a, G600b, G600c) according to the operation of the four-way button 42. Since the effect symbols EZ1, EZ2, and EZ3 may stop and be displayed as a winning triple after the "Roulette Preview", it functions as an effect suggesting that a winning game may be played.

[0255] Next, with reference to FIG. 27, the effect flow of the main special symbol variation effects executed in the non-time-saving state will be described. In each effect constituting the effect flow, the effect control microcomputer 121 can display an effect image on the display unit 50a, and execute a light emission effect using the frame lamp 53 and the panel lamp 54, and a sound effect using the speaker 52, according to the display of the effect image.

[0256] As shown in FIG. 27(A), in the special symbol variation effects where the variation pattern is "SPSP Jackpot Variation" or "SPSP Loss Variation", an effect flow composed of "Normal Variation" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach" is executed. In these special symbol variation effects, "Character Voice Preview" may be performed in "N Reach", "Gimmick Preview" may be performed in "SP Reach", and "Roulette Preview" may be performed in "SPSP Reach".

[0257] Also, as shown in FIG. 27(B), in the special symbol variation effects where the variation pattern is "SP Jackpot Variation" or "SP Loss Variation", an effect flow composed of "Normal Variation" → "Reach" → "N Reach" → "SP Reach" is executed. In these special symbol variation effects, "Character Voice Preview" may be performed in "N Reach", and "Gimmick Preview" may be performed in "SP Reach".

[0258] Also, as shown in FIG. 27(C), in the special figure 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 figure variation effect, "character voice preview", "gimmick preview", and "roulette preview" are not performed.

[0259] Also, as shown in FIG. 27(D), in the special figure variation effect where the variation pattern is "normal miss variation", an effect flow composed only of "normal variation" is executed. Note that in this special figure variation effect, "character voice preview", "gimmick preview", and "roulette preview" are not performed.

[0260] Next, the main effects executed in the special figure variation effect will be specifically described. Note that in the special figure variation effect described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.

[0261] 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 figure variation effect where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP miss variation", "SP miss variation".

[0262] In the performance memory unit 121b of the dedicated microcomputer 121 for performance, as shown in Fig. 28, a character voice preview selection table 123a4 and a gimmick light quantity selection table 123a5 are stored. The dedicated microcomputer 121 for performance can select whether to execute the "character voice preview" using the character voice preview selection table 123a4 and the type of voice when executing the "character voice preview". When executing the "character voice preview", the light quantity of the movable body LEDs 55LL and 55RL can be selected using the gimmick light quantity selection table 123a5. There are two types of voice types, "Chance" and "Congratulations", and there are three light quantities, the first to the third, for the light quantity of the movable body LEDs 55LL and 55RL. Although details will be described later, the light quantity 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".

[0263] Fig. 29(A) is a diagram showing the content of the character voice preview selection table 123a4. The dedicated microcomputer 121 for performance refers to the type of variation pattern and selects whether to execute the "character voice preview" and the type of voice when executing the "character voice preview".

[0264] 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%.

[0265] Also, when the variation pattern is "SPSP miss variation" (THP011) or "SP miss variation" (THP012), the execution of the "character voice preview" with the voice of "Chance" is selected at a rate of 50%, the non - execution of the "character voice preview" is selected at a rate of 50%, and the execution of the "character voice preview" with the voice of "Congratulations" is not selected.

[0266] Also, when the variation pattern is "N losing variation" (THP013), the non-execution of the "character voice preview" is selected at a rate of 100%, and the execution of the "character voice preview" of the voice "Chance" and the execution of the "character voice preview" of the voice "Congratulations" are not selected.

[0267] That is, it is set so that the execution of the "character voice preview" of the voice "Congratulations" is 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.

[0268] Also, it is set so that the execution of the "character voice preview" is 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".

[0269] In the second embodiment, it is set so that the execution of the "character voice preview" is selected only when the variation pattern includes "SP reach" in the effect flow, but 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 a variation pattern that does not include "SP reach" in the effect flow than for a 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. 29(A) can be changed as appropriate.

[0270] Figure 29(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 quantity of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview". Although details will be described later, there are three types of weapon types: 'gold bar','short sword', and 'bullet'.

[0271] Specifically, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is 'gold bar', the first light quantity is selected at a ratio of 70% and the second light quantity is selected at a ratio of 30%, and the third light quantity is not selected.

[0272] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win 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.

[0273] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the weapon type is 'bullet', the third light quantity is selected at a ratio of 100%, and the first light quantity and the second light quantity are not selected.

[0274] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), regardless of the weapon type, the second light quantity is selected at a ratio of 100%, and the first light quantity and the third light quantity are not selected.

[0275] That is, only in the case of a variation pattern corresponding to the result of a big win determination being "big win win", the first light quantity and the third light quantity are set to be selected, and the "character voice preview" in which the movable body LEDs 55LL and 55RL emit light with the first light quantity or the third light quantity functions as an effect suggesting that a big win game is being played.

[0276] Also, in the case of a variation pattern corresponding to a "miss" result in the jackpot determination, regardless of the type of weapon, the second light quantity is always set to be selected. On the other hand, in the case of a variation pattern corresponding to a "jackpot win" result in the jackpot determination, when the type of weapon is a "metal bar", the first light quantity is more likely to be selected than the second light quantity, and when the type of weapon is a "dagger", the second light quantity is more likely to be selected than the third light quantity. The "character voice preview" when the type of weapon is a "metal bar" functions as an effect that more easily suggests that a jackpot game will be played than the "character voice preview" when the type of weapon is a "dagger".

[0277] Also, it is set such that when the type of weapon is a "metal bar", the first light quantity is more likely to be selected, when the type of weapon is a "dagger", the second light quantity is more likely to be selected, and when the type of weapon is a "bullet", the third light quantity is more likely to be selected. The "character voice preview" when a "metal bar" is displayed has a high probability that the movable body LEDs 55LL and 55RL emit light at the first light quantity. The "character voice preview" when a "dagger" is displayed has a high probability that the movable body LEDs 55LL and 55RL emit light at the second light quantity. The "character voice preview" when a "bullet" is displayed has a high probability that the movable body LEDs 55LL and 55RL emit light at the third light quantity. It should be noted that the selection ratios shown by the gimmick light quantity selection table 123a5 shown in FIG. 29(B) can be changed as appropriate.

[0278] In the second embodiment, the selected light quantity is made different according to the type of variation pattern, but the same light quantity may be selected regardless of the type of variation pattern. For example, when the type of weapon is a "metal bar", the first light quantity may always be selected, when the type of weapon is a "dagger", the second light quantity may always be selected, and when the type of weapon is a "bullet", the third light quantity may always be selected.

[0279] When the dedicated microcomputer 121 for performance control executes the "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.

[0280] Figures 30(A) to 30(F) and Figures 31(A) to 31(F) are diagrams showing how the "character voice preview" is performed. In the special figure variable performance, when "reach" is established and "N reach" is performed as shown in Figure 30(A), the "character voice preview" is performed.

[0281] In the "character voice preview", the operation of the four-way button 42 becomes effective, and as shown in Figure 30(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.

[0282] 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 30(C) and an image representing the protagonist character without a headband as shown in Figure 30(D). Each time the player operates the left button 42c or the right button 42d, the displayed image switches. In the second embodiment, the protagonist character image G200 is displayed by operating the four-way button 42, but it may also be displayed before the operation of the four-way button 42. For example, the protagonist character image G200 may be displayed simultaneously with the display of the four-way button image G300.

[0283] 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. 30(E) shows a case where the protagonist character image G200 with a headband wrapped around the head is fixedly displayed.

[0284] When the protagonist character image G200 is fixedly displayed, the operation of the normal button 40 becomes effective, and as shown in FIG. 30(F), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a.

[0285] When the player operates the normal button 40 while the normal button image G31 is being displayed, as shown in FIG. 31(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'.

[0286] After that, when the player further operates the normal button 40, as shown in FIG. 31(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'.

[0287] After that, when the player further operates the normal button 40, as shown in FIG. 31(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'.

[0288] In FIGS. 31(A) to 31(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 exemplified. However, when the protagonist character image G200 without a headband wrapped around the head is fixedly displayed, each time the normal button 40 is operated, the weapon A image G301, the weapon B image G302, or the weapon C image G303 is displayed on the protagonist character image G200 without a headband wrapped around the head. When a weapon image is displayed on the protagonist character image G200, even if the four-way button 42 is operated, the weapon image does not change.

[0289] In the second 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, by further operating the normal button 40, the weapon C image G303 may be returned to the weapon A image G301.

[0290] 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. 31(D) shows the case where the weapon C image G303 is fixedly displayed. If the normal button 40 is not operated even once, none of the weapon images are displayed.

[0291] 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 emit light intermittently in white (the on-board movable body 55k blinks in white). At this time, when 'Chance' is selected by the character voice preview selection table 123a4, as shown in FIG. 31(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. 31(F), the voice of the protagonist character saying 'Congratulations' is output from the speaker 52.

[0292] Also, the movable body LEDs 55LL and 55RL emit light with the light quantity selected by the gimmick light quantity selection table 123a5, and emit light with any one of the first light quantity, the second light quantity, and the third light quantity. The second light quantity is the same as the light quantity 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 quantity. Also, the first light quantity is weaker than the second light quantity, and the third light quantity is stronger than the second light quantity.

[0293] Specifically, when the type of the fixedly displayed weapon image is "gold bar", the movable body LEDs 55LL and 55RL emit light with either the first light quantity or the second light quantity. When the type of the fixedly displayed weapon image is "dagger", the movable body LEDs 55LL and 55RL emit light with either the second light quantity or the third light quantity. When the type of the fixedly displayed weapon image is "bullet", the movable body LEDs 55LL and 55RL emit light with either the second light quantity or the third light quantity (see FIG. 29(B)).

[0294] Then, when the voice of the protagonist character is output from the speaker 52 and the movable body LEDs 55LL and 55RL emit light, the protagonist character image G200 and the weapon image are erased, and the "character voice announcement" ends. In the second embodiment, when the movable body LEDs 55LL and 55RL in the "character voice announcement" emit light with the first light quantity or the third light quantity, the light quantity of the movable body LEDs 55LL and 55RL that emit light in various subsequent effects returns to the second light quantity. However, when the movable body LEDs 55LL and 55RL emit light with the first light quantity, the first light quantity may continue thereafter, and when the movable body LEDs 55LL and 55RL emit light with the third light quantity, the third light quantity may continue thereafter.

[0295] Also, in the second embodiment, even when no weapon image is displayed, in other words, even when the normal button 40 is not operated, the voice of the protagonist character is output from the speaker 52 and the movable body LEDs 55LL and 55RL emit light. However, when the player does not operate the normal button 40, the voice of the protagonist character may not be output from the speaker 52, or the movable body LEDs 55LL and 55RL may not emit light.

[0296] Also, in the second embodiment, regardless of whether the protagonist character image G200 with a headband or the protagonist character image G200 without a headband is selected by operating the four-way button 42, the light amounts of the movable body LEDs 55LL and 55RL are selected at the same ratio. However, the light amounts of the movable body LEDs 55LL and 55RL may be selected at different ratios when the protagonist character image G200 with a headband is selected and when the protagonist character image G200 without a headband is selected.

[0297] Also, in the second embodiment, an example is shown where the movable body LEDs 55LL and 55RL do not emit light between when the weapon image is displayed and when the voice of the protagonist character is output. However, the movable body LEDs 55LL and 55RL may emit light between when the weapon image is displayed and when the voice of the protagonist character is output. In this case, the light amount of the movable body LEDs 55LL and 55RL may emit light with the same light amount as the light amount selected by the gimmick light amount selection table 123a5, or may emit light with a predetermined light amount (for example, the second light amount) regardless of the light amount selected by the gimmick light amount selection table 123a5.

[0298] Next, the "gimmick preview" will be specifically described. The effect control microcomputer 121 can execute the "gimmick preview" in the "SP reach" in the special figure variation effect where the variation pattern is "SPSP jackpot variation", "SP jackpot variation", "SPSP loss variation", "SP loss variation".

[0299] In the effect memory unit 121b of the dedicated microcomputer 121 for performance control, as shown in Fig. 28, a gimmick preview selection table 123a6 is stored. The dedicated microcomputer 121 for performance control can use the gimmick preview selection table 123a6 to select whether to execute the "gimmick preview", and the type of lighting pattern of the on-board movable body 55k when the "gimmick preview" is executed. There are two types of lighting patterns for the on-board movable body 55k: 'blue blinking' and'red blinking'.

[0300] Fig. 29(C) is a diagram showing the content of the gimmick preview selection table 123a6. The dedicated microcomputer 121 for performance control refers to the type of variable pattern to select whether to execute the "gimmick preview" and the type of lighting pattern of the on-board movable body 55k when the "gimmick preview" is executed.

[0301] Specifically, when the variable pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "gimmick preview" with 'blue blinking' is selected at a rate of 20%, the execution of the "gimmick preview" with'red blinking' is selected at a rate of 40%, and the non-execution of the "gimmick preview" is selected at a rate of 40%.

[0302] Also, when the variable pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), the execution of the "gimmick preview" with 'blue blinking' is selected at a rate of 50%, the execution of the "gimmick preview" with'red blinking' is selected at a rate of 10%, and the non-execution of the "gimmick preview" is selected at a rate of 40%.

[0303] That is, the variable pattern corresponding to the result of "jackpot win" in the jackpot determination is set so that the execution of the "gimmick preview" with'red blinking' is more likely to be selected than the variable pattern corresponding to the result of "loss" in the jackpot determination. The "gimmick preview" with'red blinking' functions as an effect suggesting that a jackpot game is likely to be played.

[0304] Also, in the case of a variation pattern in which "SPSP Reach" is included in the production flow, the execution of the "Gimmick Preview" of "Red Blinking" is set to be selected rather than in the case of a variation pattern in which "SPSP Reach" is not included in the production flow. The "Gimmick Preview" of "Red Blinking" functions as an effect suggesting a high possibility of developing into "SPSP Reach".

[0305] In the second embodiment, the execution of the "Gimmick Preview" is set to be selected only in the case of a variation pattern in which "SP Reach" is included in the production flow. However, even in the case of a variation pattern in which "SP Reach" is not included in the production flow, the execution of the "Gimmick Preview" may be selected. In this case, it is preferable that the execution of the "Gimmick Preview" is less likely to be selected in the case of a variation pattern in which "SP Reach" is not included in the production flow than in the case of a variation pattern in which "SP Reach" is included in the production flow. Note that the selection ratio indicated by the gimmick preview selection table 123a6 shown in FIG. 29(C) can be changed as appropriate.

[0306] When the production control microcomputer 121 executes the "Gimmick Preview" in the special figure variation production, the "Gimmick Preview" is executed with the lighting pattern of the on-board movable body 55k selected by the gimmick preview selection table 123a6.

[0307] FIGS. 32(A) to 32(C) are diagrams showing how the "Gimmick Preview" is performed. When developing into "SP Reach" in the special figure variation production, as shown in FIG. 32(A), when the main character is about to attack the enemy character, the "Gimmick Preview" is performed.

[0308] In the "Gimmick Preview", the operation of the normal button 40 becomes effective, and as shown in FIG. 32(B), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a. Then, when the normal button image G31 is being displayed and the player operates the normal button 40, or when a predetermined operation effective time (for example, 3 seconds) elapses without the player operating the normal button 40, as shown in FIG. 32(C), the normal button image G31 is erased and the on-board movable body 55k moves onto the display unit 50a. At this time, when "Blue Blinking" is selected by the gimmick preview selection table 123a6, the movable body LEDs 55LL and 55RL intermittently emit light in blue (the on-board movable body 55k blinks in blue), and when "Red Blinking" is selected by the gimmick preview selection table 123a6, the movable body LEDs 55LL and 55RL intermittently emit light in red (the on-board movable body 55k blinks in red). The light amount of these movable body LEDs 55LL and 55RL emits light with the second light amount regardless of whether the player operates the normal button 40 or not.

[0309] Then, when a predetermined time (for example, 2 seconds) elapses, the emission of light from the movable body LEDs 55LL and 55RL ends and the on-board movable body 55k returns to its original position, and the "Gimmick Preview" ends.

[0310] In the second embodiment, in the "Gimmick Preview", the light amount of the movable body LEDs 55LL and 55RL that emit light is set to emit light with a second light amount regardless of the light amount of the movable body LEDs 55LL and 55RL that emitted light in the "Character Voice Preview" even when the "Character Voice Preview" is being performed in "N Reach". However, when the "Character Voice Preview" is being performed in "N Reach", the movable body LEDs 55LL and 55RL may also emit light with the same light amount as the light amount of the movable body LEDs 55LL and 55RL that emitted light in that "Character Voice Preview". For example, when the movable body LEDs 55LL and 55RL emit light with a first light amount in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the first light amount also in the "Gimmick Preview", and when the movable body LEDs 55LL and 55RL emit light with a third light amount in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the third light amount also in the "Gimmick Preview".

[0311] Also, in the second embodiment, in the "Gimmick Preview", the movable body LEDs 55LL and 55RL are made to emit light by operating the normal button 40, but the movable body LEDs 55LL and 55RL may also be made to emit light by operating the four-way button 42.

[0312] Next, the "Roulette Preview" will be specifically described. The effect control microcomputer 121 can execute the "Roulette Preview" in the "SPSP Reach" in the special figure variation effect where the variation pattern is "SPSP Jackpot Variation" or "SPSP Loss Variation".

[0313] Figs. 33(A) to 33(C) are diagrams showing how the "Roulette Preview" is performed. In the special figure variation effect, when it develops into "SPSP Reach" and as shown in Fig. 33(A), when the protagonist character tries to attack the strong enemy character, the "Roulette Preview" is performed.

[0314] In the "Roulette Preview", the operation of the four-way button 42 becomes effective. As shown in FIG. 33(B), a technique image G600 representing the techniques that the protagonist character can produce is displayed in the center of the display unit 50a. At the same time, a four-way button image G300 imitating the four-way button 42 is displayed below the technique image G600. Only the up button image G300a and the down button image G300b blink and are displayed to prompt the player to operate the up button 42a or the down button 42b of the four-way button image G300. The technique image G600 consists of a technique image G600a indicating that the technique produced by the protagonist character is "Punch", a technique image G600b indicating that the technique produced by the protagonist character is "Chop", and a technique image G600c representing that the technique produced by the protagonist character is "Kick". Initially, only the technique image G600a is displayed.

[0315] When the player operates the up button 42a or the down button 42b while the four-way button image G300 is being displayed, the image displayed as the technique image G600 switches. Each time the up button 42a or the down button 42b is operated, the displayed image switches in the order of technique image G600a → technique image G600b → technique image G600c.

[0316] Then, when a predetermined time (for example, 3 seconds) elapses after the four-way button image G300 is displayed, the four-way button image G300 is erased, and the technique image G600 being displayed at that time is fixedly displayed. At this time, the movable body LEDs 55LL and 55RL emit light intermittently in red (the on-board movable body 55k blinks in red) to indicate that the technique image G600 is fixedly displayed. The light quantity of these movable body LEDs 55LL and 55RL emits light with the second light quantity regardless of whether the player operates the four-way button 42 or not. FIG. 33(C) shows the case where the technique image G600c is fixedly displayed.

[0317] Then, when a predetermined time (e.g., 1 second) has elapsed since the skill image G600 is fixedly displayed, the skill image G600 is erased and the "roulette preview" ends. Thereafter, in the final stage of "SPSP reach", the protagonist character performs the skill corresponding to the fixedly displayed skill image G600, and a scene where the protagonist character wins against the powerful enemy character or a scene where the powerful enemy character wins against the protagonist character is displayed on the display unit 50a.

[0318] In the second embodiment, the light amount of the movable body LEDs 55LL and 55RL that emit light in the "roulette preview" is made to emit light with a second light amount regardless of the light amount of the movable body LEDs 55LL and 55RL that emitted light in the "character voice preview" in "N reach". However, when the "character voice preview" is performed in "N reach", the movable body LEDs 55LL and 55RL may also emit light with the same light amount as the light amount of the movable body LEDs 55LL and 55RL that emitted light in the "character voice preview". For example, when the movable body LEDs 55LL and 55RL emit light with a first light amount in the "character voice preview", the movable body LEDs 55LL and 55RL may emit light with the first light amount also in the "roulette preview", and when the movable body LEDs 55LL and 55RL emit light with a third light amount in the "character voice preview", the movable body LEDs 55LL and 55RL may emit light with the third light amount also in the "roulette preview".

[0319] Also, in the second embodiment, in the "roulette preview", the movable body LEDs 55LL and 55RL are made to emit light by operating the four-way button 42, but the movable body LEDs 55LL and 55RL may be made to emit light by operating the normal button 40.

[0320] <Consideration of the Second Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the second embodiment will be considered. First, the display mode of the protagonist character image G200 displayed in the "character voice preview" will be considered.

[0321] In the "Character Voice Preview", the protagonist 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 protagonist character image G200 is being displayed, the protagonist character image G200 representing the protagonist character with a headband and the protagonist character image G200 representing the protagonist character without a headband alternate. Also, each time the normal button 40 is operated while the protagonist 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 protagonist 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 protagonist character image G200 is being displayed, the display mode of the protagonist character image G200 changes.

[0322] Next, consider the display mode of the skill image G600 displayed in the "Roulette Preview".

[0323] 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.

[0324] Next, consider the light quantity of the movable body LEDs 55LL and 55RL of the board movable body 55k that emits light in the "Character Voice Preview".

[0325] In the "Character Voice Preview", after the display of the protagonist character image G200, the movable body LEDs 55LL and 55RL emit light. The light amount of the movable body LEDs 55LL and 55RL is selected by the gimmick light amount selection table 123a5, and the types of light amounts include the weakest first light amount, the second light amount stronger than the first light amount, and the third light amount stronger than the second light amount. The third light amount is selected with the highest probability when the "bullet" is displayed on the protagonist character image G200 (see Fig. 29(B)). That is to say, when the movable body LEDs 55LL and 55RL emit light in a state where the weapon C image G303 representing the "bullet" is displayed on the protagonist character image G200, it can be said that the probability that the movable body LEDs 55LL and 55RL emit light with the strongest third light amount is higher than when the movable body LEDs 55LL and 55RL emit light in a state where the weapon C image G303 representing the "bullet" is not displayed on the protagonist character image G200.

[0326] <Effect of the Second Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the second embodiment will be described.

[0327] (1) In the "Character Voice Preview", when the protagonist character image G200 is displayed on the display unit 50a and the player operates the four-way button 42 or the normal button 40, 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.

[0328] (2) In the "Character Voice Preview", after the protagonist character image G200 is displayed on the display unit 50a, the movable body LEDs 55LL and 55RL emit light. Therefore, the image displayed on the display unit 50a and the light emission of the movable body LEDs 55LL and 55RL can be associated with each other, and it is possible to enhance the interest of the game.

[0329] (3) In the "Character Voice Preview", even if any of the weapon A image G301, weapon B image G302, and weapon C image G303 is displayed on the protagonist character image G200, the movable body LEDs 55LL and 55RL that emit light later emit light in the same light emission pattern. Therefore, the production content can be made easier to understand, and the interest of the game can be enhanced.

[0330] (4) In the "Character Voice Preview", whether or not the weapon images (weapon A image G301, weapon B image G302, weapon C image G303) are displayed on the protagonist character image G200, the movable body LEDs 55LL and 55RL that emit light later emit light in the same light emission pattern. Therefore, the production content can be made easier to understand, and the interest of the game can be enhanced.

[0331] (5) When the movable body LEDs 55LL and 55RL emit light in the "Character Voice Preview", they emit light with any of the first light quantity, second light quantity, and third light quantity. Therefore, the variations in the light quantity of the movable body LEDs 55LL and 55RL can be increased, and the interest of the game can be enhanced.

[0332] (6) In the "Character Voice Preview", when the movable body LEDs 55LL and 55RL emit light with the weapon C image G303 representing "bullet" displayed on the protagonist character image G200, and when the movable body LEDs 55LL and 55RL emit light with the weapon C image G303 representing "bullet" not displayed on the protagonist character image G200, the probability that the movable body LEDs 55LL and 55RL emit light with the strongest third light quantity is different. Therefore, the display mode of the protagonist character image G200 and the intensity of the light quantity of the movable body LEDs 55LL and 55RL can be associated with each other, and the interest of the game can be enhanced.

[0333] <Modification Example of the Second Embodiment> Next, a modification example of the pachinko gaming machine PY1 described in the second embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above-described embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.

[0334] In the second embodiment, the "character voice notice" is performed during the "N reach" of the special figure variation effect. However, it may be performed before the "N reach" or after the "N reach".

[0335] Also, in the second embodiment, the "gimmick notice" is performed during 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 "gimmick notice" may be performed after the "character voice notice" is executed, or the "gimmick notice" may be performed during the "SPSP reach".

[0336] Also, in the second embodiment, the "roulette notice" is performed during 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.

[0337] Also, in the second embodiment, the "character voice preview", "gimmick preview", and "roulette preview" are performed based on the result of the big win determination (variation pattern), but they may also be performed based on the type of the stopped symbol in the special drawing. For example, when the stopped symbol in the special drawing is a "probability-variable symbol", the "character voice preview", "gimmick preview", and "roulette preview" may be performed. In this case, it is possible to suggest that a high-probability state is achieved by the "character voice preview", "gimmick preview", and "roulette preview", and it is possible to enhance the interest of the game.

[0338] Also, in the second embodiment, the "character voice preview", "gimmick preview", and "roulette preview" are performed during the variable display of the first special drawing in the non-time-short state, but they may also be performed in a game state other than the non-time-short state. For example, the "character voice preview", "gimmick preview", and "roulette preview" may be performed during the variable display of the second special drawing in the time-short state.

[0339] Also, in the second embodiment, the display mode of the main character character image G200 displayed in the "character voice preview" changes with any operation of the four-way button 42 and the normal button 40, but it may change only with the operation of the four-way button 42, or it may change only with the operation of the normal button 40.

[0340] 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 the operation of the normal button 40. However, the display mode of the main character character image G200 may change by the operation of the normal button 40, and it is not limited to the addition of other images. For example, the expression of the main character character may change each time the normal button 40 is operated.

[0341] Also, in the second embodiment, the LEDs that emit light in the "character voice preview" are the movable body LEDs 55LL and 55RL of the on-board movable body 55k, but other LEDs may be made to emit light. For example, the LEDs provided on the frame lamp 53 may be made to emit light, or both the movable body LEDs 55LL and 55RL of the on-board movable body 55k and the LEDs provided on the frame lamp 53 may be made to emit light. In this case, it is preferable that the LEDs provided on the frame lamp 53 emit light with the same light amount as the light amount selected by the gimmick light amount selection table 123a5.

[0342] Also, in the second embodiment, the lighting pattern of the on-board movable body 55k that emits light in the "character voice preview" is the same lighting pattern regardless of the display mode of the main character image G200, but it may be made to light up or blink with different lighting patterns according to the display mode of the main character image G200.

[0343] Also, in the second embodiment, the types of light amounts of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview" are three types: the first light amount, the second light amount, and the third light amount, but the movable body LEDs 55LL and 55RL may be made to emit light with two types or four or more types of light amounts.

[0344] <The invention disclosed in the second embodiment> Up to the previous paragraph in this [Mode for Carrying Out the Invention], the following invention BB is disclosed. In the description of the invention BB, the names, expressions, and reference numerals used in the drawings of the corresponding configurations in the embodiments for carrying out the aforementioned invention are appended in parentheses for reference. However, the elements such as the means constituting each invention are not limited to this appendix. Note that the invention BB is a general term for the following inventions BB1 to BB4.

[0345] Also, for example, in the gaming machine described in Japanese Patent Application Laid-Open No. 2015-195889, an operation button that can be operated by a player is provided, and an effect may be performed according to the operation of the operation button. For example, in the gaming machine of the following Patent Document 1, when the operation button is operated, as a result, a jackpot preview that suggests the possibility of a jackpot is executed. In such a gaming machine, there is room for improvement in terms of the effect. Therefore, if the gaming machines according to the following Inventions BB1 to BB4 are realized, an improvement in the amusement of the game can be expected.

[0346] The gaming machine according to Invention BB1 is a gaming machine that performs a game using symbols (special figures), and includes an effect execution means (effect control microcomputer 121) that performs an effect using an effect means including operation means (normal button 40, four-way button 42) that can be operated by a player, light emission means (movable body LEDs 55LL, 55RL) that can emit light, and display means (image display device 50) that can display an image. The effect execution means when the operation means is operated during the variable display of the symbols, can display a specific image (main character image G200) on the display means, when the operation means is operated during the display of the specific image, can change the display mode of the specific image, and after the display of the specific image, the light emission means may emit light in a predetermined light emission pattern (emit light intermittently in white). It is characterized by this.

[0347] The gaming machine according to Invention BB2 is the gaming machine according to Invention BB1, wherein the display mode of the specific image includes special display modes (weapon A image G301, weapon B image G302, weapon C image G303), and the effect execution means Even when the light-emitting means emits light in the predetermined light-emitting pattern after changing the specific image to the special display mode, or even when the light-emitting means emits light in the predetermined light-emitting pattern without changing the specific image to the special display mode, the light-emitting means emits light in the same light-emitting pattern. It is characterized by this.

[0348] The gaming machine according to Invention BB3 is A gaming machine according to Invention BB2, The light-emitting means is There are cases where the light-emitting means emits light with a first light quantity (second light quantity) and cases where the light-emitting means emits light with a second light quantity (first light quantity, third light quantity) different from the first light quantity. It is characterized by this.

[0349] The gaming machine according to Invention BB4 is A gaming machine according to Invention BB3, When the specific image changes to the special display mode and then the light-emitting means emits light in the predetermined light-emitting pattern, or when the light-emitting means emits light in the predetermined light-emitting pattern without the specific image changing to the special display mode, the probability that the light-emitting means emits light in the predetermined light-emitting pattern with the second light quantity is higher. It is characterized by this.

[0350] <Third Embodiment> Hereinafter, the third embodiment will be described. Unless otherwise specified, the pachinko gaming machine PY1 of the above-described basic embodiment is also applied to the third embodiment.

[0351] First, the front door 23 will be specifically described with reference to FIG. 34. FIG. 34 is a perspective view of the lower part of the front door 23. On the front surface of the front door 23, as shown in FIG. 34, as an operation unit operable by the player, a normal button 40, a handle 72k, and a four-way button 42 composed of four buttons for up, down, left, and right are provided.

[0352] 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 gripping the handle 72k. When the handle 72k rotates to the right while the touch sensor is detected, the game ball is fired.

[0353] 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.

[0354] Next, with reference to FIG. 35, the on-board movable body 55k provided on the game board 1 will be described. As shown in FIG. 35(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, 55RL that can emit light.

[0355] 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.

[0356] 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. 35(B) and a lowermost position shown in FIG. 35(C). The effect control microcomputer 121 can move one or both of the left movable body 55Lk and the right movable body 55Rk to an arbitrary position by controlling the rotation of each drive motor.

[0357] 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, thereby lighting or flashing the left movable body 55Lk and the right movable body 55Rk.

[0358] 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 left movable body 55Lk and the right movable body 55Rk to light or flash in an arbitrary color through the movable body lenses 55LLr and 55RLr by causing the movable body LEDs 55LL and 55RL to emit light.

[0359] Next, with reference to FIGS. 36 to 41, the special figure variation effects executable by the effect control microcomputer 121 according to the variation pattern selected by the game control microcomputer 101 will be described. The effect control microcomputer 121 can execute the following effects in the special figure variation effect in the non-time shortening state.

[0360] A. Normal variation The "normal variation" is an effect that may be performed in response to the start of the variable display of the special figure, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed. Since the "normal variation" is the first to be performed in the special figure variation effect, it functions as an effect suggesting that the special figure variation effect has started.

[0361] B. Reach The "reach" is an effect that may be performed after the "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 the "reach" may be performed when the result of the big hit determination is "big hit win", it functions as an effect suggesting that a big hit game may be played. In addition, since the "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.

[0362] C.N Reach "N Reach" is an effect that may occur after "Reach" is triggered. It is a Reach effect where the fluctuation speed of the middle effect symbol EZ2 gradually decelerates. Since "N Reach" may occur when the jackpot determination result is "jackpot win", it functions as an effect suggesting the possibility of a jackpot game being played.

[0363] D.SP Reach "SP Reach" is an effect that may occur after "N Reach". It is a Reach effect where the protagonist character battles the enemy character. Since "SP Reach" is more likely to occur when the jackpot determination result is "jackpot win" than when it is "loss", it functions as an effect suggesting a high possibility of a jackpot game being played.

[0364] E.SPSP Reach "SPSP Reach" is an effect that may occur after "SP Reach". It is a Reach effect where the protagonist character battles a powerful enemy character. Since "SPSP Reach" is more likely to occur when the jackpot determination result is "jackpot win" than when it is "loss", it functions as an effect suggesting a high possibility of a jackpot game being played. Also, since a jackpot game is more likely to be played when "SPSP Reach" develops from "SP Reach" than when it does not, "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".

[0365] F.Character Voice Announcement "Character Voice Preview" is an effect that may be performed in "N Reach". In response to the operation of the normal button 40, the voice of the protagonist character or the heroine character is output from the speaker 52, and at the same time, the movable body LEDs 55LL and 55RL of the on-board movable body 55k emit light. Since "Character Voice Preview" may develop into "SP Reach" afterwards, it functions as an effect suggesting that "SP Reach" may be performed.

[0366] G. Gimmick Preview "Gimmick Preview" is an effect that may be performed in "SP Reach". In response to the operation of the normal button 40, it is a preview effect in which the on-board movable body 55k operates. Since "Gimmick Preview" may develop into "SPSP Reach" afterwards, it functions as an effect suggesting that "SPSP Reach" may be performed.

[0367] Next, using FIG. 36, the effect flow of the main special figure variation effects executed in the non-time-short state will be described. The microcomputer 121 for effect control can display an effect image on the display unit 50a in each effect constituting the effect flow, and in response to the display of the effect image, execute a light emission effect using the frame lamp 53 and the board lamp 54, and a sound effect using the speaker 52.

[0368] As shown in FIG. 36(A), in the special figure variation effects where the variation pattern is "SPSP Jackpot Variation" or "SPSP Loss Variation", an effect flow composed of "Normal Variation" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach" is executed. In these special figure variation effects, "Character Voice Preview" may be performed in "N Reach", and "Gimmick Preview" may be performed in "SP Reach".

[0369] Also, as shown in FIG. 36(B), in the special pattern variation presentations where the variation pattern is "SP big win variation" or "SP loss variation", a presentation flow composed of "normal variation" → "reach" → "N reach" → "SP reach" is executed. Note that in these special pattern variation presentations, "character voice preview" may be performed at "N reach", and "gimmick preview" may be performed at "SP reach".

[0370] Also, as shown in FIG. 36(C), in the special pattern variation presentation where the variation pattern is "N loss variation", a presentation flow composed of "normal variation" → "reach" → "N reach" is executed. Note that in this special pattern variation presentation, "character voice preview" and "gimmick preview" are not performed.

[0371] Also, as shown in FIG. 36(D), in the special pattern variation presentation where the variation pattern is "normal loss variation", a presentation flow composed of only "normal variation" is executed. Note that in this special pattern variation presentation, "character voice preview" and "gimmick preview" are not performed.

[0372] Next, the main presentations executed in the special pattern variation presentation will be specifically described. Note that in the special pattern variation presentations 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.

[0373] First, the "character voice preview" will be specifically described. The presentation control microcomputer 121 can execute the "character voice preview" at "N reach" in the special pattern variation presentations where the variation pattern is "SPSP big win variation", "SP big win variation", "SPSP loss variation", or "SP loss variation".

[0374] As shown in FIG. 37, a performance memory unit 121b of the performance control microcomputer 121 stores a character voice preview selection table 123a7 and a gimmick light amount selection table 123a8. The performance control microcomputer 121 can select whether to execute the "character voice preview" using the character voice preview selection table 123a7 and the type of voice when executing the "character voice preview". When executing the "character voice preview", the performance control microcomputer 121 can select the light amounts of the movable body LEDs 55LL and 55RL using the gimmick light amount selection table 123a8. There are two types of voice types, namely "Chance" and "Congratulations", and there are three light amounts from the first to the third for the light amounts of the movable body LEDs 55LL and 55RL. Although details will be described later, the light amounts of the movable body LEDs 55LL and 55RL vary depending on the type of weapon displayed by operating the four-way button 42 in the "character voice preview".

[0375] FIG. 38(A) is a diagram showing the content of the character voice preview selection table 123a7. The performance control microcomputer 121 refers to the type of variation pattern and selects whether to execute the "character voice preview" and the type of voice when executing the "character voice preview".

[0376] 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%.

[0377] 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.

[0378] Also, when the variation pattern is "N losing variation" (THP013), the non-execution of the "character voice preview" is selected at a rate of 100%, and the execution of the "character voice preview" of the voice "Chance" and the execution of the "character voice preview" of the voice "Congratulations" are not selected.

[0379] 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 winning", and the "character voice preview" of the voice "Congratulations" functions as an effect suggesting that a jackpot game is being played.

[0380] 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".

[0381] 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, but 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 for the execution of the "character voice preview" to be selected in the case of a variation pattern that does not include "SP reach" in the effect flow than in the case of a variation pattern that includes "SP reach" in the effect flow. Note that the selection ratio shown by the character voice preview selection table 123a7 shown in FIG. 38(A) can be changed as appropriate.

[0382] FIG. 38(B) is a diagram showing the contents of the gimmick light quantity selection table 123a8. The effect control microcomputer 121 refers to the type of variation pattern, and the type of character selected by the player operating the normal button 40 in the "character voice preview" and the type of weapon that has changed, and selects the light quantity of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview". Although details will be described later, there are two types of character types, the "main character" and the "heroine character", and there are three types of weapon types, the "gold bar", the "dagger", and the "bullet".

[0383] Specifically, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the character type is the "main character", and the weapon type is the "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.

[0384] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the character type is the "main character", and the weapon type is the "dagger", the second light quantity is selected at a ratio of 70% and the third light quantity is selected at a ratio of 30%, and the first light quantity is not selected.

[0385] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the character type is the "main character", and the weapon type is the "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.

[0386] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the character type is the "heroine character", and the weapon type is the "gold bar", the first light quantity is selected at a ratio of 100%, and the second light quantity and the third light quantity are not selected.

[0387] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the character type is the 'heroine character', and the weapon type is 'dagger', the second light amount is selected at a ratio of 70% and the third light amount is selected at a ratio of 30%, and the first light amount is not selected.

[0388] Also, when the variation pattern is "SPSP big win variation" (THP001) or "SP big win variation" (THP002), and the character type is the 'heroine character', and the weapon type is 'bullet', the second light amount is selected at a ratio of 30% and the third light amount is selected at a ratio of 70%, and the first light amount is not selected.

[0389] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), regardless of the character type and the weapon type, the second light amount is selected at a ratio of 100%, and the first light amount and the third light amount are not selected.

[0390] That is, only in the case of the variation pattern corresponding to the result of the big win determination being "big win win", the first light amount and the third light amount are set to be selected, and the "character voice preview" in which the movable body LEDs 55LL and 55RL emit light with the first light amount or the third light amount functions as an effect suggesting that a big win game is being played.

[0391] Also, in the case of a variation pattern corresponding to a "miss" result in the jackpot determination, when the character type is the "protagonist character", 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 character type is the "protagonist character", when the type of weapon is the "club", the first light quantity is more likely to be selected than the second light quantity, and when the type of weapon is the "dagger", the second light quantity is more likely to be selected than the third light quantity. The "character voice preview" where the character type is the "protagonist character" and the type of weapon is the "club" functions as an effect that more easily suggests that a jackpot game will be played than the "character voice preview" where the character type is the "protagonist character" and the type of weapon is the "dagger".

[0392] Also, in the case of a variation pattern corresponding to a "miss" result in the jackpot determination, when the character type is the "heroine character", 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 character type is the "heroine character", when the type of weapon is the "club", the third light quantity is always set to be selected, when the type of weapon is the "dagger", the second light quantity is more likely to be selected than the third light quantity, and when the type of weapon is the "bullet", the third light quantity is more likely to be selected than the second light quantity. The "character voice preview" where the character type is the "heroine character" and the type of weapon is the "bullet" functions as an effect that more easily suggests that a jackpot game will be played than the "character voice preview" where the character type is the "heroine character" and the type of weapon is the "dagger".

[0393] Also, when the type of weapon is "metal club", the first light quantity is likely to be selected; when the type of weapon is "dagger", the second light quantity is likely to be selected; when the type of weapon is "bullet", the third light quantity is likely to be selected. It is set such that for the "character voice preview" when "metal club" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light at the first light quantity is high; for the "character voice preview" when "dagger" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light at the second light quantity is high; and for the "character voice preview" when "bullet" is displayed, the probability that the movable body LEDs 55LL and 55RL emit light at the third light quantity is high. Note that the selection ratios shown by the gimmick light quantity selection table 123a8 in FIG. 38(B) can be changed as appropriate.

[0394] In the third embodiment, the selected light quantity varies according to the type of variation pattern, but the same light quantity may be selected regardless of the type of variation pattern. For example, when the character type is the "main character" and the weapon type is "metal club", the first light quantity is always selected; when the character type is the "main character" and the weapon type is "dagger", the second light quantity is always selected; when the character type is the "main character" and the weapon type is "bullet", the third light quantity is always selected. On the other hand, when the character type is the "heroine character", the second light quantity may always be selected regardless of the weapon type.

[0395] When the production control microcomputer 121 executes the "character voice preview" in the special figure variation production, it executes the "character voice preview" with the voice type and light quantity selected by the character voice preview selection table 123a7 and the gimmick light quantity selection table 123a8.

[0396] FIGS. 39(A) to 39(H) and FIGS. 40(A) to 40(E) are diagrams showing how the "character voice preview" is performed. In the special figure variation production, when "reach" is established and as shown in FIG. 39(A), the "character voice preview" is performed when "N reach" is performed.

[0397] In the "Character Voice Notice", the operation of the normal button 40 becomes effective. As shown in FIG. 39(B), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a, and a rapid-fire image G305 prompting the rapid-fire operation of the normal button 40 and a long-press image G306 prompting the long-press operation of the normal button 40 are displayed on the normal button image G31.

[0398] When the player presses the normal button 40 while the normal button image G31 is displayed, as shown in FIG. 39(C), a main character image G200 representing the main character and a heroine character image G205 representing the heroine character are displayed on the display unit 50a. In the third embodiment, the main character image G200 and the heroine character image G205 are displayed by the operation of the normal button 40, but they may also be displayed before the operation of the normal button 40. For example, the main character image G200 and the heroine character image G205 may be displayed simultaneously with the display of the normal button image G31.

[0399] After that, if the player continues to press the normal button 40 without releasing it, it is determined that a long-press operation is being performed. As shown in FIG. 39(D), a weapon A image G301 is displayed on the heroine character image G205. The weapon A image G301 is an image representing a single "golden club", suggesting that the heroine character is equipped with a "golden club".

[0400] After that, if the player continues to press the normal button 40 further, as shown in FIG. 39(E), the weapon A image G301 changes to a weapon B image G302. The weapon B image G302 is an image representing two "daggers", suggesting that the heroine character is equipped with "daggers".

[0401] After that, if the player continues to press the normal button 40, as shown in FIG. 39(F), the weapon B image G302 changes to the weapon C image G303. The weapon C image G303 is an image representing three 'bullets', suggesting that the heroine character is equipped with the 'bullets'.

[0402] In the third embodiment, when the weapon C image G303 is displayed on the heroine character image G205, even if the player continues to press the normal button 40, the display of the weapon C image G303 is maintained. However, by further pressing the normal button 40, the weapon C image G303 may be returned to the weapon A image G301.

[0403] Then, when a predetermined time (e.g., 3 seconds) elapses after the normal button image G31 is displayed, the normal button image G31, the rapid-fire image G305, and the long-press image G306 are erased, and the weapon image being displayed at that time is fixedly displayed. Note that if there is no operation of the normal button 40 (neither rapid-fire operation nor long-press operation) after the display of the protagonist character image G200 and the heroine character image G205, no weapon image is displayed. FIG. 39(G) shows the case where the weapon C image G303 is fixedly displayed on the heroine character image G205.

[0404] Then, when a predetermined time (e.g., 2 seconds) elapses after the normal button image G31, the rapid-fire image G305, and the long-press image G306 are erased, the voice of the heroine character is output from the speaker 52, and the movable body LEDs 55LL, 55RL emit light intermittently in white (the on-board movable body 55k blinks in white). At this time, if 'Chance' is selected by the character voice preview selection table 123a7, as shown in FIG. 39(G), the voice of the protagonist character saying 'Chance' is output from the speaker 52. If 'Congratulations' is selected by the character voice preview selection table 123a7, as shown in FIG. 39(H), the voice of the heroine character saying 'Congratulations' is output from the speaker 52.

[0405] Also, the movable body LEDs 55LL and 55RL emit light at the light amount selected by the gimmick light amount selection table 123a8, and emit light at 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 preview" is performed. When no weapon image is displayed without a long press operation of the normal button 40, the movable body LEDs 55LL and 55RL emit light at 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.

[0406] Specifically, when the type of the fixedly displayed weapon image is "gold bar", the movable body LEDs 55LL and 55RL emit light at either the first light amount or the second light amount. When the type of the fixedly displayed weapon image is "dagger", the movable body LEDs 55LL and 55RL emit light at either the second light amount or the third light amount. When the type of the fixedly displayed weapon image is "bullet", the movable body LEDs 55LL and 55RL emit light at either the second light amount or the third light amount (see Fig. 38(B)).

[0407] Then, when the voice of the heroine character is output from the speaker 52 and the movable body LEDs 55LL and 55RL emit light, the protagonist character image G200, the heroine character image G205, and the weapon image are erased, and the "character voice preview" ends.

[0408] On the other hand, after the player presses the normal button 40 for the first time, if the player immediately presses the normal button 40 again after once releasing it, it is determined that a rapid-fire operation is being performed. As shown in Fig. 40(A), the weapon A image G301 is displayed on the protagonist character image G200. The weapon A image G301 is an image representing one "gold bar", suggesting that the protagonist character is equipped with a "gold bar".

[0409] After that, when the player continues to rapidly press the normal button 40, as shown in FIG. 40(B), the weapon A image G301 changes to the weapon B image G302. The weapon B image G302 is an image representing two "daggers", suggesting that the protagonist character is equipped with "daggers".

[0410] After that, when the player continues to rapidly press the normal button 40, as shown in FIG. 40(C), the weapon B image G302 changes to the weapon C image G303. The weapon C image G303 is an image representing three "bullets", suggesting that the protagonist character is equipped with "bullets".

[0411] In the third embodiment, when the weapon C image G303 is displayed on the protagonist character image G200, even if the player continues to rapidly press the normal button 40, the display of the weapon C image G303 is maintained. However, by further rapidly pressing the normal button 40, the weapon C image G303 may be returned to the weapon A image G301.

[0412] Then, when a predetermined time (for example, 3 seconds) has elapsed since the normal button image G31 was displayed, the normal button image G31, the rapid press image G305, and the long press image G306 are erased, and the weapon image being displayed at that time is fixedly displayed. FIG. 40(D) shows the case where the weapon C image G303 is fixedly displayed on the protagonist character image G200.

[0413] Then, when a predetermined time (e.g., 2 seconds) elapses after the normal button image G31, the rapid-fire image G305, and the long-press image G306 are erased, the voice of the protagonist character is output from the speaker 52, and the movable body LEDs 55LL and 55RL emit light intermittently in white (the on-board movable body 55k blinks in white). At this time, if "Chance" is selected by the character voice preview selection table 123a7, as shown in FIG. 40(D), the voice of the protagonist character saying "Chance" is output from the speaker 52. If "Congratulations" is selected by the character voice preview selection table 123a7, as shown in FIG. 40(E), the voice of the protagonist character saying "Congratulations" is output from the speaker 52.

[0414] Also, the movable body LEDs 55LL and 55RL of the on-board movable body 55k emit light with the light amount selected by the gimmick light amount selection table 123a8, 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 preview" is performed. When no weapon image is displayed without performing the rapid-fire operation of the normal button 40, the movable body LEDs 55LL and 55RL emit light with this second light amount.

[0415] Specifically, when the type of the fixedly displayed weapon image is "golden club", the movable body LEDs 55LL and 55RL emit light with either the first light amount or the second light amount. When the type of the fixedly displayed weapon image is "dagger", the movable body LEDs 55LL and 55RL emit light with either the second light amount or the third light amount. When the type of the fixedly displayed weapon image is "bullet", the movable body LEDs 55LL and 55RL emit light with either the second light amount or the third light amount (see FIG. 38(B)).

[0416] Then, when the voice of the protagonist character is output from the speaker 52 and the movable body LEDs 55LL and 55RL emit light, the protagonist character image G200 and the weapon image are erased, and the "character voice preview" ends.

[0417] In the third embodiment, when the movable body LEDs 55LL and 55RL in the "character voice preview" emit light at the first light quantity or the third light quantity, the light quantity of the movable body LEDs 55LL and 55RL that emit light in various subsequent effects returns to the second light quantity. However, when the movable body LEDs 55LL and 55RL emit light at the first light quantity, the first light quantity may continue thereafter, and when the movable body LEDs 55LL and 55RL emit light at the third light quantity, the third light quantity may continue thereafter.

[0418] Also, in the third embodiment, even when no weapon image is displayed, in other words, when the player does not perform either a long-press operation or a rapid-fire operation on the normal button 40, the voice of the heroine character or the hero character is output from the speaker 52 and the movable body LEDs 55LL and 55RL emit light. However, when the player does not perform either a long-press operation or a rapid-fire operation on the normal button 40, neither the voice of the heroine character nor the voice of the hero character may be output from the speaker 52, or the movable body LEDs 55LL and 55RL may not emit light.

[0419] Also, in the third embodiment, different ratios of the light quantity of the movable body LEDs 55LL and 55RL are selected when a weapon image is displayed on the heroine character image G205 and when a weapon image is displayed on the hero character image G200. However, the same ratio of the light quantity of the movable body LEDs 55LL and 55RL may be selected when a weapon image is displayed on the heroine character image G205 and when a weapon image is displayed on the hero character image G200.

[0420] In addition, in the third embodiment, a case is exemplified in which the movable body LEDs 55LL and 55RL do not emit light between the display of the weapon image and the output of the voice of the main character or the heroine character. However, the movable body LEDs 55LL and 55RL may emit light between the display of the weapon image and the output of the voice of the main character or the heroine character. In this case, the light amount of the movable body LEDs 55LL and 55RL may be emitted with the same light amount as the light amount selected by the gimmick light amount selection table 123a8, or may be emitted with a predetermined light amount (for example, the second light amount) regardless of the light amount selected by the gimmick light amount selection table 123a8.

[0421] Next, the "gimmick preview" will be specifically described. The production control microcomputer 121 can execute the "gimmick preview" in the "SP reach" in the special drawing variation production of the variation patterns "SPSP jackpot variation", "SP jackpot variation", "SPSP loss variation", and "SP loss variation".

[0422] As shown in FIG. 37, the production memory unit 121b of the production control microcomputer 121 stores a gimmick preview selection table 123a9. The production control microcomputer 121 can select whether to execute the "gimmick preview" using the gimmick preview selection table 123a9 and the type of the lighting pattern of the on-board movable body 55k when the "gimmick preview" is executed. There are two types of lighting patterns for the on-board movable body 55k: 'blue blinking' and'red blinking'.

[0423] FIG. 38(C) is a diagram showing the content of the gimmick preview selection table 123a9. The production control microcomputer 121 refers to the type of the variation pattern and selects whether to execute the "gimmick preview" and the type of the lighting pattern of the on-board movable body 55k when the "gimmick preview" is executed.

[0424] Specifically, when the variation pattern is "SPSP jackpot variation" (THP001) or "SP jackpot variation" (THP002), the execution of the "gimmick preview" with "blue blinking" is selected at a rate of 20%, the execution of the "gimmick preview" with "red blinking" is selected at a rate of 40%, and the non - execution of the "gimmick preview" is selected at a rate of 40%.

[0425] Also, when the variation pattern is "SPSP loss variation" (THP011) or "SP loss variation" (THP012), the execution of the "gimmick preview" with "blue blinking" is selected at a rate of 50%, the execution of the "gimmick preview" with "red blinking" is selected at a rate of 10%, and the non - execution of the "gimmick preview" is selected at a rate of 40%.

[0426] That is, compared with the variation patterns corresponding to the result of "loss" in the jackpot determination, the variation patterns corresponding to the result of "jackpot win" in the jackpot determination are set so that the execution of the "gimmick preview" with "red blinking" is more likely to be selected. The "gimmick preview" with "red blinking" functions as an effect suggesting a high possibility of a jackpot game being played.

[0427] Also, compared with the case of a variation pattern not including "SPSP reach" in the effect flow, in the case of a variation pattern including "SPSP reach" in the effect flow, the execution of the "gimmick preview" with "red blinking" is set to be more likely to be selected. The "gimmick preview" with "red blinking" functions as an effect suggesting a high possibility of developing into "SPSP reach".

[0428] In the third embodiment, the execution of the "Gimmick Preview" is set to be selected only in the case of a variable pattern in which "SP Reach" is included in the production flow. However, even in a variable pattern in which "SP Reach" is not included in the production flow, the execution of the "Gimmick Preview" may be selected. In this case, it is preferable to make it more difficult to select the execution of the "Gimmick Preview" in the case of a variable pattern in which "SP Reach" is not included in the production flow than in the case of a variable pattern in which "SP Reach" is included in the production flow. Note that the selection ratio indicated by the gimmick preview selection table 123a9 shown in FIG. 38(C) can be changed as appropriate.

[0429] When the production control microcomputer 121 executes the "Gimmick Preview" in the special figure variable production, the "Gimmick Preview" is executed with the lighting pattern of the on-board movable body 55k selected by the gimmick preview selection table 123a9.

[0430] FIGS. 41(A) to 41(C) are diagrams showing how the "Gimmick Preview" is performed. When "N Reach" ends in the special figure variable production, it develops into "SP Reach". In "SP Reach", when a weapon image is displayed on the heroine character image G205 in the "Character Voice Preview" in "N Reach" (when the normal button 40 is long-pressed), the heroine character and the enemy character battle, while when a weapon image is displayed on the protagonist character image G200 (when the normal button 40 is repeatedly pressed), the protagonist character and the enemy character battle. Here, the case where the protagonist character and the enemy character battle is exemplified. In "SP Reach", as shown in FIG. 41(A), when the protagonist character tries to attack the enemy character, the "Gimmick Preview" is performed.

[0431] In the "Gimmick Preview", the operation of the normal button 40 becomes effective, and as shown in FIG. 41(B), a normal button image G31 imitating the normal button 40 is displayed at the lower center of the display unit 50a. Then, when the normal button image G31 is being displayed, if the player operates the normal button 40, or if a predetermined operation effective time (for example, 3 seconds) elapses without the player operating the normal button 40, as shown in FIG. 41(C), the normal button image G31 is erased and the on-board movable body 55k moves onto the display unit 50a. At this time, if "Blue Blinking" is selected by the gimmick preview selection table 123a9, the movable body LEDs 55LL and 55RL intermittently emit light in blue (the on-board movable body 55k blinks in blue), and if "Red Blinking" is selected by the gimmick preview selection table 123a9, the movable body LEDs 55LL and 55RL intermittently emit light in red (the on-board movable body 55k blinks in red). The light amount of these movable body LEDs 55LL and 55RL emits light with the second light amount regardless of whether the player operates the normal button 40 or not.

[0432] Then, when a predetermined time (for example, 2 seconds) elapses, the emission of light from the movable body LEDs 55LL and 55RL ends and the on-board movable body 55k returns to its original position, and the "Gimmick Preview" ends.

[0433] In the third embodiment, in the "Gimmick Preview", the light quantity of the movable body LEDs 55LL and 55RL that emit light is set to emit light with the second light quantity regardless of the light quantity of the movable body LEDs 55LL and 55RL that emitted light in the "Character Voice Preview" when the "Character Voice Preview" was being performed in "N Reach". However, when the "Character Voice Preview" was being performed in "N Reach", the movable body LEDs 55LL and 55RL may also emit light with the same light quantity as the light quantity of the movable body LEDs 55LL and 55RL that emitted light in that "Character Voice Preview". For example, when the movable body LEDs 55LL and 55RL emit light with the first light quantity in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the first light quantity also in the "Gimmick Preview", and when the movable body LEDs 55LL and 55RL emit light with the third light quantity in the "Character Voice Preview", the movable body LEDs 55LL and 55RL may emit light with the third light quantity also in the "Gimmick Preview".

[0434] Also, in the third embodiment, in the "Gimmick Preview", the movable body LEDs 55LL and 55RL are made to emit light by operating the normal button 40, but the movable body LEDs 55LL and 55RL may also be made to emit light by operating the four-way button 42.

[0435] <Consideration of the Third Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the third embodiment will be considered. First, the display modes of the protagonist character image G200 and the heroine character image G205 displayed in the "Character Voice Preview" will be considered.

[0436] In the "Character Voice Preview", the protagonist character image G200 and the heroine character image G205 are displayed on the display unit 50a by operating the normal button 40. Then, when the normal button 40 is rapidly tapped during the display of the protagonist character image G200 and the heroine character image G205, any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is displayed on the protagonist character image G200. On the other hand, when the normal button 40 is long-pressed during the display of the protagonist character image G200 and the heroine character image G205, any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is displayed on the heroine character image G205. That is to say, in the "Character Voice Preview", it can be said that when the normal button 40 is rapidly tapped during the display of the protagonist character image G200, the display mode of the protagonist character image G200 changes, and when the normal button 40 is long-pressed, the display mode of the heroine character image G205 changes.

[0437] Next, consider the light quantity of the movable body LEDs 55LL and 55RL of the board movable body 55k that emits light in the "Character Voice Preview".

[0438] In the "Character Voice Preview", after the protagonist character image G200 and the heroine character image G205 are displayed, the movable body LEDs 55LL and 55RL emit light. The light quantity of the movable body LEDs 55LL and 55RL is selected by the gimmick light quantity selection table 123a8, and the types of light quantity include the weakest first light quantity, the second light quantity stronger than the first light quantity, and the third light quantity stronger than the second light quantity. The third light quantity is selected with the highest probability when the "bullet" is displayed on the protagonist character image G200 (see Fig. 38(B)). That is to say, when the movable body LEDs 55LL and 55RL emit light in a state where the weapon C image G303 representing the "bullet" is displayed on the protagonist character image G200, it can be said that the probability that the movable body LEDs 55LL and 55RL emit light with the strongest third light quantity is higher than when the movable body LEDs 55LL and 55RL emit light in a state where the weapon C image G303 representing the "bullet" is not displayed on the protagonist character image G200.

[0439] Next, in the "Character Voice Preview", consider the relationship between the light amounts of the movable body LEDs 55LL and 55RL when the weapon C image G303 is displayed on the protagonist character image G200 and the light amounts of the movable body LEDs 55LL and 55RL when the weapon C image G3033 is displayed on the heroine character image G205.

[0440] In the "Character Voice Preview", after the protagonist character image G200 and the heroine character image G205 are displayed, the movable body LEDs 55LL and 55RL emit light. The light amounts of the movable body LEDs 55LL and 55RL are selected by the gimmick light amount selection table 123a8, and the types of light amounts include the weakest first light amount, the second light amount stronger than the first light amount, and the third light amount stronger than the second light amount. The third light amount is selected with a higher probability when the weapon C image G303 representing "bullet" is displayed on the protagonist character image G200 than when it is displayed on the heroine character image G205 (see Fig. 38(B)). That is, when the movable body LEDs 55LL and 55RL emit light with the weapon C image G303 representing "bullet" displayed on the protagonist character image G200, it can be said that the probability that the movable body LEDs 55LL and 55RL emit light with the strongest third light amount is higher than when they emit light with the weapon C image G303 representing "bullet" displayed on the heroine character image G205.

[0441] <Effect of the Third Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the third embodiment will be described.

[0442] (1) In the "Character Voice Preview", when the protagonist character image G200 and the heroine character image G205 are displayed on the display unit 50a, if the player repeatedly presses the normal button 40, the display mode of the protagonist character image G200 displayed on the display unit 50a changes. On the other hand, when the protagonist character image G200 and the heroine character image G205 are displayed on the display unit 50a and the player long-presses the normal button 40, the display mode of the heroine character image G205 displayed on the display unit 50a changes. Therefore, the player can arbitrarily change the display mode of the protagonist character image G200 or the heroine character image G205, and it is possible to enhance the interest of the game.

[0443] (2) In the "Character Voice Preview", after the protagonist character image G200 or the heroine character image G205 is displayed on the display unit 50a, the movable body LEDs 55LL, 55RL emit light. Therefore, the image displayed on the display unit 50a and the light emission of the movable body LEDs 55LL, 55RL can be associated with each other, and it is possible to enhance the interest of the game.

[0444] (3) In the "Character Voice Preview", no matter which of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is displayed on the protagonist character image G200 or the heroine character image G205, the movable body LEDs 55LL, 55RL that emit light thereafter emit light in the same light emission pattern. Therefore, the production content can be made easier to understand, and it is possible to enhance the interest of the game.

[0445] (4) In the "Character Voice Preview", whether the weapon image (weapon A image G301, weapon B image G302, weapon C image G303) is displayed on the protagonist character image G200 or on the heroine character image G205, the movable body LEDs 55LL, 55RL that emit light thereafter emit light in the same light emission pattern. Therefore, the production content can be made easier to understand, and it is possible to enhance the interest of the game.

[0446] (5) When the movable body LEDs 55LL and 55RL emit light in the "Character Voice Notice", they emit light with any one of the first light quantity, the second light quantity, and the third light quantity. Therefore, the variations in the light quantity of the movable body LEDs 55LL and 55RL can be increased, and it is possible to enhance the amusement of the game.

[0447] (6) In the "Character Voice Notice", when the movable body LEDs 55LL and 55RL emit light in a state where the weapon C image G303 representing "bullet" is displayed on the protagonist character image G200, and when the movable body LEDs 55LL and 55RL emit light in a state where the weapon C image G303 representing "bullet" is displayed on the heroine character image G205, the probability that the on-board movable body 55k emits light with the strongest third light quantity is different. Therefore, the type of character and the intensity of the light quantity of the movable body LEDs 55LL and 55RL can be associated with each other, and it is possible to enhance the amusement of the game.

[0448] <Modification Example of the Third Embodiment> Hereinafter, a modification example of the pachinko gaming machine PY1 described in the third 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.

[0449] In the third 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".

[0450] Also, in the third embodiment, the "Gimmick Preview" is performed during the "SP Reach" of the special figure variation effect. However, it may be performed after the "Character Voice Preview", or it may be performed outside of "SP Reach". For example, in the "N Reach", the "Gimmick Preview" may be performed after the "Character Voice Preview", or the "Gimmick Preview" may be performed in the "SPSP Reach".

[0451] Also, in the third embodiment, the "Character Voice Preview" and the "Gimmick Preview" are performed based on the result (variation pattern) of the jackpot determination. However, they may be performed based on the type of the stopped symbol of the special figure. For example, when the stopped symbol of the special figure is a "certain change symbol", the "Character Voice Preview" and the "Gimmick Preview" may be performed. In this case, it is possible to suggest that a high-probability state is reached by the "Character Voice Preview" and the "Gimmick Preview", and it is possible to enhance the interest of the game.

[0452] Also, in the third embodiment, the "Character Voice Preview" and the "Gimmick Preview" are performed during the variable display of the first special figure in the non-time-short state. However, they may be performed in a game state other than the non-time-short state. For example, the "Character Voice Preview" and the "Gimmick Preview" may be performed during the variable display of the second special figure in the time-short state.

[0453] Also, in the third embodiment, the display mode of the main character image G200 displayed in the "Character Voice Preview" changes with the operation of the normal button 40. However, it may change with the operation of the four-way button 42.

[0454] Also, in the third embodiment, the display mode of the heroine character image G205 displayed in the "Character Voice Preview" changes with the operation of the normal button 40. However, it may change with the operation of the four-way button 42.

[0455] Also, in the third embodiment, in the "character voice preview", regardless of whether the main character character image G200 or the heroine character image G205 is displayed, the display mode changes with the same operation of the normal button 40, but it may also change with different operations. For example, when the main character character image G200 is displayed, the display mode does not change with the continuous pressing operation of the four-way button 42, but changes with the continuous pressing operation of the normal button 40. On the other hand, when the heroine character image G205 is displayed, the display mode does not change with the continuous pressing operation of the normal button 40, but may change with the continuous pressing operation of the up button 42a of the four-way button 42.

[0456] Also, in the third embodiment, for the main character character image G200 or the heroine character image G205 displayed in the "character voice preview", any one of the weapon A image G301, the weapon B image G302, and the weapon C image G303 is added. However, it is only necessary to change the display mode of the main character character image G200 or the heroine character image G205, and it is not limited to adding other images. For example, the expression of the main character or the heroine character may be changed.

[0457] Also, in the third embodiment, the LEDs that emit light in the "character voice preview" are the movable body LEDs 55LL and 55RL of the on-board movable body 55k, but other LEDs may emit light. For example, the LEDs provided on the frame lamp 53 may emit light, or both the movable body LEDs 55LL and 55RL of the on-board movable body 55k and the LEDs provided on the frame lamp 53 may emit light. In this case, it is preferable that the LEDs provided on the frame lamp 53 emit light with the same light amount as the light amount selected by the gimmick light amount selection table 123a8.

[0458] Also, in the third embodiment, the light emission patterns of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview" are the same regardless of the display mode of the protagonist character image G200 or the heroine character image G205. However, they may emit light in different light emission patterns according to the display mode of the protagonist character image G200, or they may emit light in different light emission patterns according to the display mode of the heroine character image G205.

[0459] Also, in the third embodiment, the light emission patterns of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview" are the same whether the protagonist character image G200 is displayed or the heroine character image G205 is displayed. However, they may emit light in different light emission patterns according to the type of character.

[0460] Also, in the third embodiment, the types of light amounts of the movable body LEDs 55LL and 55RL that emit light in the "character voice preview" are three types: the first light amount, the second light amount, and the third light amount. However, the movable body LEDs 55LL and 55RL may emit light with two types or four or more types of light amounts.

[0461] <The invention disclosed in the third embodiment> Up to the previous paragraph in this [Mode for Carrying Out the Invention], the following invention CC is disclosed. In the description of the invention CC, the names, expressions, and reference numerals used in the drawings of the corresponding configurations in the embodiments for carrying out the aforementioned invention are appended in parentheses for reference. However, the elements such as the means constituting each invention are not limited to this appendix. Note that the invention CC is a general term for the following inventions CC1 to CC4.

[0462] Also, for example, in the gaming machine described in Japanese Patent Application Laid-Open No. 2015-195889, there is an operation button that can be operated by the player, and an effect may be performed according to the operation of the operation button. For example, in the gaming machine of Patent Document 1 below, when the operation button is operated, as a result, a jackpot preview that suggests the possibility of a big win is executed. In such a gaming machine, there is room for improvement in terms of the effect. Therefore, if the gaming machines according to the following Inventions CC1 to CC4 are realized, an improvement in the amusement of the game can be expected.

[0463] The gaming machine according to Invention CC1 is a gaming machine that performs a game using symbols (special figures), and includes an effect execution means (effect control microcomputer 121) that performs an effect using an effect means including an operation means (normal button 40) that can be operated by the player and a display means (image display device 50) that can display an image. The effect execution means can display a specific image (main character image G200, heroine character image G205) on the display means during the variable display of the symbols, and when a predetermined operation is performed on the operation means during the display of the specific image, it is possible to change the display mode of the specific image. The predetermined operation includes a first operation (continuous pressing operation) and a second operation (long pressing operation). The specific image includes a first image (main character image G200) and a second image (heroine character image G205). The first image changes when the first operation is performed, while the second image changes when the second operation is performed. This is the gist.

[0464] The gaming machine according to Invention CC2 is the gaming machine according to Invention CC1, wherein the effect means includes a light emitting means (movable body LEDs 55LL, 55RL) that can emit light. The effect execution means After displaying the specific image, the light-emitting means may emit light in a predetermined light-emitting pattern. Even when the light-emitting means emits light in the predetermined light-emitting pattern after changing the first image, or even when the light-emitting means emits light in the predetermined light-emitting pattern after changing the second image, the light-emitting means emits light in the same light-emitting pattern. It is characterized by this.

[0465] The gaming machine according to Invention CC3 is a gaming machine according to Invention CC2, wherein the light-emitting means has a case where the light-emitting means emits light with a first light amount (second light amount) and a case where the light-emitting means emits light with a second light amount (third light amount) different from the first light amount. It is characterized by this.

[0466] The gaming machine according to Invention CC4 is a gaming machine according to Invention CC3, and there is a special display mode (weapon C image G303) in any display mode of the first image and the second image. When the light-emitting means emits light in the predetermined light-emitting pattern after the first image changes to the special display mode, the probability that the light-emitting means emits light in the predetermined light-emitting pattern with the second light amount is higher than when the second image changes to the special display mode. It is characterized by this.

[0467] <Fourth Embodiment> Hereinafter, the pachinko gaming machine PZ4 of the fourth embodiment will be described in detail. Unless otherwise specified, it is assumed that the configuration described in the section of the above basic embodiment is applied to the pachinko gaming machine PZ4 of the fourth embodiment. That is, in the description of the fourth embodiment, the configuration different from the basic embodiment will be described, and the same components as those in the basic embodiment will be denoted by the same reference numerals and the description thereof will be omitted.

[0468] First, with reference to FIG. 42, the stop symbols selectable by the game control microcomputer 101 will be described. In the game storage unit 101c of the game control microcomputer 101, the special symbol determination table shown in FIG. 42 is stored. The game control microcomputer 101 can select the stop symbol of the special symbol 1 related to the first start port 11 and the stop symbol of the special symbol 2 related to the second start port 12 using the special symbol determination table.

[0469] As shown in FIG. 42, the game control microcomputer 101 selects the type of stop symbol according to the result of the jackpot determination. The types of stop symbols selected when the result of the jackpot determination related to the special symbol 1 is a jackpot win are two types: "jackpot symbol A" and "jackpot symbol B". The game control microcomputer 101 selects "jackpot symbol A" at a rate of 60% and "jackpot symbol B" at a rate of 40%.

[0470] Also, the type of stop symbol selected when the result of the jackpot determination related to the special symbol 1 is a loss is "losing symbol A", and the game control microcomputer 101 selects "losing symbol A" at a rate of 100%.

[0471] Also, the types of stop symbols selected when the result of the jackpot determination related to the special symbol 2 is a jackpot win are two types: "jackpot symbol C" and "jackpot symbol D". The game control microcomputer 101 selects "jackpot symbol C" at a rate of 60% and "jackpot symbol D" at a rate of 40%.

[0472] Also, the type of stop symbol selected when the result of the jackpot determination related to the special symbol 2 is a loss is "losing symbol B", and the game control microcomputer 101 selects "losing symbol B" at a rate of 100%.

[0473] In the fourth embodiment, the probability that the jackpot determination result is "jackpot win" is set to approximately 1 / 300 in the low-probability state and approximately 1 / 30 in the high-probability state, whether in the lottery according to Special Figure 1 or the lottery according to Special Figure 2. The probability of "jackpot win" can be changed as appropriate. Also, in the fourth embodiment, the upper limit number of hold counts in Special Figure 1 is set to "4", and the upper limit number of hold counts in Special Figure 2 is set to "4". The upper limit number of each hold count can be changed as appropriate within a range that does not interfere with the game.

[0474] Next, the jackpot game that can be executed by the game control microcomputer 101 will be described. The game control microcomputer 101 can execute different types of jackpot games according to the type of stop symbol selected based on the special figure determination table.

[0475] Specifically, when any of the jackpot symbols A to B is selected, in any case, the game control microcomputer 101 executes a 4-round jackpot game. This jackpot game is a jackpot game in which the first big winning opening 14 is opened for 4 round games, and each round game continues until the specified opening time of 30 seconds elapses or until 10 specified numbers of game balls win in the first big winning opening 14.

[0476] Also, when any of the jackpot symbols C to D is selected, the game control microcomputer 101 executes a 10-round jackpot game. This jackpot game is a jackpot game in which the first big winning opening 14 is opened for 10 round games, and each round game continues until the specified opening time of 30 seconds elapses or until 10 specified numbers of game balls win in the first big winning opening 14.

[0477] Therefore, it can be said that the 10-round jackpot game with a relatively large number of round games is a more advantageous jackpot game for the player than the 4-round jackpot game with a relatively small number of round games. Note that the type of big winning opening used in the jackpot game, the number of round games, the specified opening time of the big winning opening, and the specified number of the big winning opening can be changed as appropriate.

[0478] Next, the game states controllable by the game control microcomputer 101 will be described. The types of game states controllable by the game control microcomputer 101 include a low-probability low-base state, a low-probability high-base state, and a high-probability high-base state. The game control microcomputer 101 can control to any of these multiple game states according to the type of stop symbol selected by the special symbol determination table (see Fig. 42). Note that in the initial state (when the power is turned on), it is controlled to the low-probability low-base state (normal game state).

[0479] As shown in Fig. 42, when "big win symbol A" is selected by the special symbol determination table, it is controlled to the high-probability high-base state after 4 rounds of big win games. Also, when "big win symbol B" is selected, it is controlled to the low-probability high-base state after 4 rounds of big win games.

[0480] Also, when "big win symbol C" is selected by the special symbol determination table, it is controlled to the high-probability high-base state after 10 rounds of big win games. Also, when "big win symbol D" is selected, it is controlled to the low-probability high-base state after 10 rounds of big win games.

[0481] In this embodiment, the high-probability high-base state continues until the execution count of the variable display (special symbol variation) of the special symbol reaches the upper limit count of 10,000 times (probability variation count and time-saving count), and the low-probability high-base state continues until the execution count of the special symbol variation reaches the upper limit count of 100 times (time-saving count). Note that if the next big win game is executed before the execution count of the special symbol variation reaches the upper limit count, the high-probability high-base state and the low-probability high-base state end even before the execution count reaches the upper limit count. It can be said that the high-probability state and the high-base state with an upper limit count of 10,000 times for the special symbol variation continue substantially until the next big win game is executed.

[0482] Next, with reference to FIG. 43, the variation pattern (special drawing variation pattern) of the special symbol (an example of the identification symbol) will be described. In the low-probability low-base state, the lottery for special drawing 1 is mainly conducted, and in the high-base state (high-probability high-base state, low-probability high-base state), the lottery for special drawing 2 is mainly conducted. In the low-base state, the game control microcomputer 101 selects the special drawing variation pattern related to special drawing 1 according to the special drawing variation pattern determination table shown in FIG. 43(A). On the other hand, in the high-base state, the game control microcomputer 101 selects the special drawing variation pattern related to special drawing 2 according to the special drawing pattern determination table shown in FIG. 43(B).

[0483] When the game control microcomputer 101 uses the special drawing variation pattern determination table shown in FIG. 43(A), based on the result of the jackpot determination, the result of the symbol type determination (symbol determination), the result of the reach determination, and the number of special drawing reserved balls, the game control microcomputer 101 selects the type of the variation pattern related to special drawing 1 (special drawing 1 variation pattern).

[0484] Specifically, when the result of the jackpot determination is "jackpot win", regardless of whether the result of the symbol type determination is any of the jackpot symbols A to B, the "P1" special drawing variation pattern is selected at a rate of 90%, and the "P2" special drawing variation pattern is selected at a rate of 10%. When the result of the jackpot determination is "loss" and the result of the reach determination is "reach exists", the "P4" special drawing variation pattern is selected at a rate of 10%, and the "P5" special drawing variation pattern is selected at a rate of 90%. When the result of the jackpot determination is "loss" and the result of the reach determination is "reach does not exist", if the number of reserved balls of special drawing 1 is 2 or less, the "P6" special drawing variation pattern with a variation time of 13 seconds is selected, and if the number of reserved balls of special drawing 1 is 3 or 4, the "P7" special drawing variation pattern with a variation time of 8 seconds is selected.

[0485] Note that "P1" is an SP jackpot variation that develops into an SP reach and finally results in a jackpot win notification, and "P2" is an N jackpot variation that does not develop into an SP reach and results in a jackpot win notification in a normal reach. Also, "P4" is an SP loss variation that develops into an SP reach and finally results in a loss notification, and "P5" is an N loss variation that does not develop into an SP reach and results in a loss notification in a normal reach.

[0486] Further, when the game control microcomputer 101 uses the special figure variation pattern determination table shown in FIG. 43(B), based on the jackpot determination result, the symbol type determination result, the reach determination result, and the number of special figure reserved balls, it selects the type of variation pattern (special figure 2 variation pattern) related to special figure 2.

[0487] Specifically, when the jackpot determination result is "jackpot win", the special figure variation pattern of "P11" is selected at a rate of 100%. Also, when the jackpot determination result is "loss" and the reach determination result is "with reach", the special figure variation pattern of "P14" is selected at a rate of 100%. Further, when the jackpot determination result is "loss" and the reach determination result is "without reach", if the number of reserved balls of special figure 2 is 1 or less, the special figure variation pattern of "P16" with a variation time of 13 seconds is selected, and if the number of reserved balls of special figure 2 is 2, 3, or 4, the special figure variation pattern of "P17" with a variation time of 4 seconds is selected.

[0488] Note that "P11" is an SP jackpot variation in which an SP reach is performed and finally a jackpot win is notified, and "P14" is an SP loss variation in which an SP reach is performed and finally a loss is notified. Also, in the high base state, the probability of selecting "with reach" when losing is set lower than in the low base state, and the variation time of "without reach and loss" when the number of reserved balls is any one of 2 to 4 is as short as 4 seconds. Therefore, in the high base state, the special figure variation is consumed more speedily than in the low base state.

[0489] Next, the effect configuration in the pachinko gaming machine PZ4 of this embodiment will be described. First, the effect mode will be described with reference to FIG. 44. The effect mode is a mode of effect using the image display device 50 (an example of a predetermined display means), the speaker 52, the panel lamp 54, the frame lamp 53, etc. When the effect mode is different, for example, the characters, items, background images, etc. displayed on the image display device 50 are different, and the variable effect using the effect symbols EZ1, EZ2, EZ3 is also executed in a mode corresponding to the effect mode.

[0490] In the pachinko gaming machine PZ4 of this embodiment, as the normal effect mode set in the low-probability and low-base state (normal gaming state), a day effect mode in which the day background image G700 (day background image G700) shown in FIG. 44(A) is displayed and a festival effect mode in which the festival background image G710 (festival background image G710) shown in FIG. 44(B) is displayed can be set.

[0491] The day effect mode (FIG. 44(A)) is a general effect mode in the normal gaming state. On the other hand, the festival effect mode (FIG. 44(B)) is a special effect mode in the normal gaming state. The pachinko gaming machine PZ4 conducts a lottery for changing the effect mode at the start of the variable effect in the normal gaming state, and when winning this lottery, it shifts from one of the day effect mode and the festival effect mode to the other. It should be noted that the transition probability from the day effect mode to the festival effect mode is lower than the transition probability from the festival effect mode to the day effect mode. As a result, in the normal gaming state, it is relatively easy to stay in the day effect mode and difficult to stay in the festival effect mode. For this reason, a special feeling is created in the festival effect mode. It may also be configured to return to the day effect mode based on the fact that the special symbol variation has been executed a predetermined number of times in the festival effect mode.

[0492] In the night festival performance mode, the pachinko machine PZ4 uses special patterns for the night festival performance mode as the performance patterns EZ1, EZ2, and EZ3. Also, a skewer image KG representing three oden ingredients skewered on a skewer (a triangular konnyaku, a round daikon radish, and a slightly rectangular chikuwa in a front view) is displayed at a position slightly to the right of the center at the bottom of the display unit 50a. The skewer image KG is always displayed on the display unit 50a during the night festival performance mode. The pachinko machine PZ4 performs a festival-exclusive performance of rotating and stopping the skewer image KG with the skewer as the rotation axis in accordance with the variable display and stop display of the performance patterns EZ1, EZ2, and EZ3. The festival-exclusive performance will be described later. The performance patterns EZ1, EZ2, and EZ3 in the night festival performance mode are an example of the first performance image, and the skewer image KG is an example of the second performance image. Also, the skewer image KG is also an example of a specific image.

[0493] The performance patterns EZ1, EZ2, and EZ3 used in the night festival performance mode will be described with reference to FIG. 45. Each of the performance patterns EZ (left performance pattern EZ1, middle performance pattern EZ2, right performance pattern EZ3) in the night festival performance mode includes numeral patterns from 1 to 9. Each numeral pattern (each performance pattern EZ) includes a main body part SD representing a number and an additional part FD added to the lower right of the main body part SD. The main body part SD of each performance pattern EZ is a part representing any one of the numbers from 1 to 9 as shown in FIG. 45.

[0494] In addition, the additional part FD is different for each of the performance symbols EZ1, EZ2, and EZ3. As shown in Fig. 45, each additional part FD contains two characters separated by a " / ". The part to the left of the " / " is called the upper part, and the part to the right of the " / " is called the lower part. The additional part FD for the left performance symbol EZ1 is "あ / は" which contains the two characters "あ" in the upper part and "は" in the lower part. The additional part FD for the middle performance symbol EZ2 is "た / ず" which contains the two characters "た" in the upper part and "ず" in the lower part. The additional part FD for the right performance symbol EZ3 is "り / れ" which contains the two characters "り" in the upper part and "れ" in the lower part. When looking only at the upper parts of the additional parts FD of each of the performance symbols EZ1, EZ2, and EZ3 in the order of "left performance symbol EZ1 → middle performance symbol EZ2 → right performance symbol EZ3", it forms the character string "あ·た·り" which means a big win. When looking at the lower parts of the additional parts FD of each of the performance symbols EZ1, EZ2, and EZ3 in the order of "left performance symbol EZ1 → middle performance symbol EZ2 → right performance symbol EZ3", it forms the character string "は·ず·れ" which means a loss.

[0495] In this way, in the festival performance mode, each of the performance symbols EZ1, EZ2, and EZ3 is composed of the main body part SD and the additional part FD. Therefore, for example, as shown in Fig. 45, the left performance symbol EZ1 which is a three-digit symbol (3 symbols) has the additional part FD representing "あ / は" added to the lower right of the main body part SD representing "3". Also, for example, the middle performance symbol EZ2 which is a two-digit symbol (2 symbols) has the additional part FD representing "た / ず" added to the lower right of the main body part SD representing "2". Also, for example, the right performance symbol EZ3 which is a one-digit symbol (1 symbol) has the additional part FD representing "り / れ" added to the lower right of the main body part SD representing "1".

[0496] Next, the variable display in the night festival performance mode will be described with reference to FIG. 46. As described above, in the night festival performance mode, the variable display is executed using the performance pattern EZ including the main body SD and the additional part FD. Specifically, as shown in FIG. 46(A), the pachinko gaming machine PZ4 starts the variable display of the performance patterns EZ1, EZ2, and EZ3, each including the main body SD and the additional part FD, while displaying the night festival background image G710 as the background image on the display unit 50a. Note that the variable display of the performance patterns EZ1, EZ2, and EZ3 is started in accordance with the variable display of the special pattern.

[0497] In the variable display in the night festival performance mode, when the performance patterns EZ1, EZ2, and EZ3 stop displaying, the additional parts FD of the respective performance patterns EZ1, EZ2, and EZ3 are operated and displayed in a manner corresponding to the result of the jackpot determination. Specifically, in the variable display in the night festival performance mode, when the performance patterns EZ1, EZ2, and EZ3 stop displaying, among the two characters included in the additional part FD of each of the performance patterns EZ1, EZ2, and EZ3, the character corresponding to the result of the jackpot determination is enlarged and displayed. Then, only the enlarged character is added to the main body SD of the performance pattern EZ, and the unenlarged character is made non-displayed.

[0498] More specifically, in the case of a variation effect based on a losing jackpot determination result, the variation effect of the flow shown in FIGS. 46(A), (B), (C), and (D) is performed. That is, in the variation effect based on the losing jackpot determination result, after the variation display of the effect symbols EZ1, EZ2, and EZ3 is started, when the effect symbols EZ1, EZ2, and EZ3 are temporarily stopped in a stop mode indicating a loss (for example, "3 symbols · 2 symbols · 1 symbol") (FIG. 46(B)), immediately following this, as shown in FIG. 46(C), in the left effect symbol EZ1, the character "は" of the additional part FD is enlarged and displayed, in the middle effect symbol EZ2, the character "ず" of the additional part FD is enlarged and displayed, and in the right effect symbol EZ3, the character "れ" of the additional part FD is enlarged and displayed. When each character of the additional part FD is enlarged and displayed, the main body part SD is reduced and displayed and added to the lower right of the additional part FD being enlarged. That is, the left effect symbol EZ1 is in a state where "3" is attached to the lower right of "は", the middle effect symbol EZ2 is in a state where "2" is attached to the lower right of "ず", and the right effect symbol EZ3 is in a state where "1" is attached to the lower right of "れ". In this way, in this embodiment, when the stop display of the effect symbols EZ1, EZ2, and EZ3 based on the losing jackpot determination result is performed, the additional part FD is enlarged to form the character string "は·ず·れ". As a result, it is clearly shown to the player that the result of the jackpot determination is a loss. In other words, in this embodiment, when the stop display of the effect symbols EZ1, EZ2, and EZ3 based on the losing jackpot determination result is performed, the effect symbols EZ1, EZ2, and EZ3 are displayed prominently in a manner corresponding to the loss.

[0499] After the display shown in FIG. 46(C), as shown in FIG. 46(D), the effect symbols EZ1, EZ2, and EZ3 are displayed in the final state where the main body part SD is restored to its original size and the additional part FD is attached to the lower right of the main body part SD in a reduced size. In the final state in the losing variation, only the character "は" is attached as the additional part FD to the left effect symbol EZ1, only the character "ず" is attached as the additional part FD to the middle effect symbol EZ2, and only the character "れ" is attached as the additional part FD to the right effect symbol EZ3. In the final state, only the characters "は·ず·れ" are displayed as the additional part FD of each effect symbol EZ1, EZ2, and EZ3, and the characters "あ·た·り" are not displayed, in order to match the scene indicating that the effect symbols EZ1, EZ2, and EZ3 are losing in their stopped state (the so-called scattered state). Note that at the start of a new variation effect, the additional part FD of each effect symbol EZ1, EZ2, and EZ3 is returned to the default state (for example, a state where characters are displayed in two upper and lower stages like "あ / は").

[0500] On the other hand, in the case of a variation effect based on the jackpot winning determination result of a big win, a variation effect (an example of the first display effect) with the flow shown in FIGS. 46(A), (E), (F), and (G) is performed. That is, in the variation effect based on the jackpot winning determination result of a big win, after the variable display of the effect symbols EZ1, EZ2, and EZ3 is started, when the effect symbols EZ1, EZ2, and EZ3 are temporarily stopped in a stop mode indicating a jackpot win (for example, "3 symbols · 3 symbols · 3 symbols") (FIG. 46(E)), immediately following this, as shown in FIG. 46(F), in the left effect symbol EZ1, the character "a" in the additional part FD is enlarged and displayed, in the middle effect symbol EZ2, the character "ta" in the additional part FD is enlarged and displayed, and in the right effect symbol EZ3, the character "ri" in the additional part FD is enlarged and displayed. When each character in the additional part FD is enlarged and displayed, the main body part SD is reduced and displayed, and is added to the lower right of the additional part FD being enlarged. That is, the left effect symbol EZ1 has a form where "3" is attached to the lower right of "a", the middle effect symbol EZ2 has a form where "3" is attached to the lower right of "ta", and the right effect symbol EZ3 has a form where "3" is attached to the lower right of "ri". In this way, in this embodiment, when the stop display of the effect symbols EZ1, EZ2, and EZ3 based on the jackpot winning determination result of a big win is performed, the additional part FD is enlarged to form the character string "a · ta · ri". As a result, it is clearly shown to the player that the result of the jackpot determination is a jackpot win. In other words, in this embodiment, when the stop display of the effect symbols EZ1, EZ2, and EZ3 based on the jackpot winning determination result of a big win is performed, the effect symbols EZ1, EZ2, and EZ3 are displayed so as to stand out in a manner corresponding to the jackpot win (FIG. 46(F)).

[0501] After the display shown in FIG. 46(F), as shown in FIG. 46(G), the effect symbols EZ1, EZ2, and EZ3 are displayed in the final state with the main body SD restored to its original size and the additional part FD attached to the lower right of the main body SD in a smaller size. In the final state of the big win variation, only the character "あ" is attached as the additional part FD to the left effect symbol EZ1, only the character "た" is attached as the additional part FD to the middle effect symbol EZ2, and only the character "り" is attached as the additional part FD to the right effect symbol EZ3. In the final state, only the characters "あ·た·り" are displayed as the additional part FD of each effect symbol EZ1, EZ2, and EZ3, and the characters "は·ず·れ" are not displayed, in order to match the scene indicating that the effect symbols EZ1, EZ2, and EZ3 are winning the big win in their stopped state (the so-called identical symbol state). Note that at the start of a new variation effect, the additional part FD of each effect symbol EZ1, EZ2, and EZ3 is returned to the default state (a state where characters are displayed in two rows, the upper row and the lower row, such as "あ / は").

[0502] In this way, in this embodiment, in the variation effect of the losing variation in the festival performance mode, the effect symbols EZ1, EZ2, and EZ3 are temporarily stopped as "3 あ / は ·2 た / ず ·1 り / れ " → "は3·ず2·れ1" and then, as the final stop, "3 は ·2 ず ·1 れ " (FIGS. 46(B)(C)(D)). Also, in the variation effect of the big win variation in the festival performance mode, the effect symbols...

Claims

1. A pattern variation that causes a predetermined pattern to be displayed in a variable manner can be performed; During the pattern change, it is possible to execute a first performance and a second performance, When a predetermined display is made during the pattern variation, it is possible to accept a first sequential operation consisting of a plurality of operations, and to accept a second sequential operation having at least a part of operations different from the first sequential operation, The probability of the first effect being executed when the first sequential operation is performed is different from the probability before the first sequential operation, A gaming machine characterized in that the probability of the second effect being executed when the second sequential operation is performed is different from the probability before the second sequential operation.

2. 2. The gaming machine according to claim 1, A gaming machine characterized in that the probability of executing the first effect when the first sequential operation is performed is different from the probability of executing the second effect when the second sequential operation is performed.

3. 3. The gaming machine according to claim 2, A gaming machine characterized in that, in the pattern change that notifies the player of an advantageous state that is favorable to the player, when the first sequential operation is performed, the probability of the first presentation being executed is less than 100%, and when the second sequential operation is performed, the probability of the second presentation being executed is 100%.

Citation Information

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