Game machine

The gaming machine addresses the lack of integrated sound and light effects by implementing a composite effect that synchronizes sound and light emissions, enhancing the gaming experience and amusement value.

JP2025093096APending Publication Date: 2025-06-23SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023208620
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-11
Publication Date
2025-06-23

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack an integrated effect that combines sound and light emissions to enhance the gaming experience.

Method used

The gaming machine incorporates a speaker for sound effects, a light emitting means for visual effects, and an effect execution means that can execute a composite effect. This composite effect starts with sound and transitions to light, with the sound effect being shorter than the light emission effect and continuing after the sound ends.

Benefits of technology

The combined sound and light effect enhances the amusement value of the game, providing a more engaging experience for players.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025093096000001_ABST
    Figure 2025093096000001_ABST
Patent Text Reader

Abstract

To provide a game machine which contributes to the increase of an interest in a game through a performance.SOLUTION: A pachinko game machine PY1 comprises a loudspeaker 52 and a second frame lamp 53B, and is capable of executing a composite performance combining a sound performance in which a first effective sound V1 is output from the loudspeaker 52 and a light emitting performance in which the second frame lamp 53B is made to emit light in a prescribed light emission mode. During the composite performance, the sound performance starts earlier than the light emitting performance or the sound performance and the light emitting performance start at the same time, and the execution period of the sound performance is shorter than the execution period of the light emitting performance, with the light emitting performance continuously executed after the sound performance is finished.SELECTED DRAWING: Figure 23
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine capable of executing a predetermined effect has been known (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, Patent Document 1 does not have an effect that combines an effect of outputting a predetermined sound (sound effect or voice) from a speaker and an effect using a light emitting means, and there is room for improvement in the effect.

Means for Solving the Problems

[0005] The gaming machine disclosed in this specification includes a speaker, a light emitting means, and an effect execution means capable of executing a predetermined effect, wherein the effect execution means is capable of executing a composite effect that combines a sound effect of outputting a predetermined sound from the speaker and a light emission effect of causing the light emitting means to emit light in a predetermined light emission mode, and in the composite effect, the sound effect starts earlier than the light emission effect, or the sound effect and the light emission effect start simultaneously, the execution period of the sound effect is shorter than the execution period of the light emission effect, and the light emission effect continues after the sound effect ends.

Effects of the Invention

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

Brief Description of the Drawings

[0007]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Mode for Carrying Out the Invention

[0008] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the drawings referred to, the same parts are denoted by the same reference numerals, and redundant descriptions regarding the same parts are omitted in principle. In this specification, for the sake of simplicity of description, the names of information, signals, physical quantities, members, etc. corresponding to symbols or signs referring to them may be omitted or abbreviated by writing the symbols or signs. Further, if there is any arbitrary flowchart described later, in that flowchart, the plurality of processes in any plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where there is no contradiction in the processing content.

[0009] <Basic Embodiment> Subsequently, a first embodiment of the gaming machine of the present invention will be described. First, a basic embodiment that is the basis of the first embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left-right, up-down directions of each part of the pachinko gaming machine PY1 are the left-right, up-down directions (in front view) for a 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 an island structure in a pachinko parlor, and a front door 23 attached to the outer frame 22 so as to be openable and closable. The front door 23 includes a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be openable and closable. Further, the front frame 23m includes a transparent plate 23t having transparency, and through the transparent plate 23t, the game board 1 can be visually recognized from the front (the player side).

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

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

[0014] Further, the front door 23 includes a normal button 40 operable by the player and a special button 41 operable by the player. The normal button 40 and the special button 41 are composed of, for example, a button having a pressed surface, a lever having a grip part, etc. The normal button 40 includes a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and capable of vibrating by the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and capable of vibrating by the vibration motor. Note that the normal button 40 or the special button 41 may be configured to be operable in a predetermined operation mode (for example, rotation, protrusion, etc.), or may be configured of a cross key, a touch panel, etc.

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

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

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

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

[0020] The first large winning port 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 large winning port 14 of the pachinko gaming machine PY1, the upper tray 34 pays out a predetermined number (for example, 15) of game balls as bonus balls. The first large winning port 14 includes a first opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the first large winning port 14 be in either a closed state (closed mouth state) where game balls cannot enter and an open state (opened state) where game balls can enter by opening and closing the first opening / closing door 14k using the opening / closing solenoid.

[0021] The second largest winning opening 15 is installed at the lower right part of the game area 6 and below the first largest winning opening 14 so that game balls can enter. When a game ball enters the second largest winning opening 15 of the pachinko gaming machine PY1, a predetermined number (for example, 15) of game balls are paid out as prize balls onto the upper tray 34. The second largest winning opening 15 includes an openable / closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the second largest winning opening 15 into either a closed state (closed mouth state) in which game balls cannot enter or an open state (opened state) in which game balls can enter by opening and closing the second opening / closing door 15k using the opening / closing solenoid.

[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 prize balls onto the upper tray 34.

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

[0024] The game board 1 also includes an image display device 50 capable of displaying a predetermined effect display, a board lamp 54 capable of emitting light in a predetermined emission color, and a movable body 55k on the board capable of operating in a predetermined operation mode. The image display device 50 is installed at the central part of the game board 1 and includes a display 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 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 as shown in FIG. 2, for example. 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 is equipped with display devices 8 for notifying the state of the pachinko gaming machine PY1. The display devices 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 gaming machine PY1 notifies the player of the game state of the pachinko gaming machine PY1 (such as the variable display and stop display in the special drawing, the variable display and stop display in the general drawing, the reserved number in the special drawing 1, the reserved number in the special drawing 2, the reserved number in the general drawing, etc.) by means of combinations of lighting, blinking, and extinguishing of the plurality of LEDs.

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

[0027] 3-1. Special Drawing Game When a winning occurs in the first start port 11 of the game ball or a winning occurs in the second start port 12 of the game ball, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the special drawing according to the result of the jackpot determination. The mode of the variable display of the special drawing (also referred to as "variable display time") differs depending on the type of variation pattern described later.

[0028] The right to receive a jackpot determination is, for example, a random value, and the pachinko gaming machine PY1 performs a 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 a jackpot win; if a minor jackpot game is conducted, it is a minor jackpot win; if neither a jackpot game nor a minor jackpot game is conducted, it is a loss.

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

[0030] On the other hand, when the pachinko gaming machine PY1 performs a jackpot determination upon winning of a game ball in the second start port 12, it performs a variable display of the second special figure. The variable display of the second special figure is, for example, a display in which two LEDs in the lower left part of the display devices 8 blink. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the second special figure in a manner indicating the result of the jackpot determination. As the mode of the stop display of the second special figure, there are a mode indicating a jackpot win (for example, two LEDs in the lower left part are lit), a mode indicating a minor win (for example, only one of the LEDs in the lower left part is lit), and a mode indicating a loss (for example, only the other LED in the lower left part is lit).

[0031] Also, when a game ball wins a prize in the first start port 11 during the variable display in the special figure, the pachinko gaming machine PY1 performs a pre-reading determination as described later and stores, as a special figure 1 reservation, the right to receive the jackpot determination obtained. On the other hand, when a game ball wins a prize in the second start port 12 during the variable display in the special figure, the pachinko gaming machine PY1 performs a pre-reading determination and stores, as a special figure 2 reservation, the right to receive the jackpot determination obtained. The pachinko gaming machine PY1 can store the special figure 1 reservation and the special figure 2 reservation up to a predetermined number (for example, 4 for the special figure 1 reservation and 4 for the special figure 2 reservation). After the stop display in the special figure, the pachinko gaming machine PY1 performs a jackpot determination for the special figure 1 reservation and the special figure 2 reservation. When the special figure 1 reservation and the special figure 2 reservation are stored simultaneously, the jackpot determination for the special figure 2 reservation may be preferentially performed, or the jackpot determination for the special figure 1 reservation may be preferentially performed, or the jackpot determination may be performed in the order in which they are stored.

[0032] The pre-reading determination is to determine in advance whether a jackpot game will be played (whether a jackpot win will be determined in the jackpot determination) before the jackpot determination. If a jackpot game is played, it is considered a pre-reading win, and if a jackpot game is not played, it is considered a pre-reading non-win. When multiple types of variation patterns can be determined, in the pre-reading determination, a variation pattern pre-determination may be performed to pre-determine the variation pattern to be determined.

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

[0034] Also, after the pachinko gaming machine PY1 stops and displays the First Special Figure or the Second Special Figure in a mode indicating a jackpot win, it conducts a jackpot game. The jackpot game, details of which will be described later, is a game in which a round game in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened is conducted a plurality of times (for example, 10 times). Since the jackpot game gives an opportunity for the game balls to win (an opportunity for prize balls) by the opening of the First Big Prize Opening 14 or the Second Big Prize Opening 15, it is a game advantageous to the player. Note that the jackpot game ends when all of the plurality of round games are conducted.

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

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

[0037] The winning determination determines whether to perform an auxiliary game. If an auxiliary game is performed, it is considered a winning selection, and if no auxiliary game is performed, it is considered a loss.

[0038] When the pachinko machine PY1 makes a winning determination by the winning of a game ball through gate 13, it performs variable display of the normal pattern. The variable display of the normal pattern is a display in which a plurality of LEDs in the upper right part of the display unit 8 blink. When a predetermined time elapses from the start of the variable display of the normal pattern, the pachinko machine PY1 performs stop display of the normal pattern in a manner indicating the result of the winning determination. As the mode 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 machine PY1 stores the acquired right to receive a winning determination as a normal pattern hold. The pachinko 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 machine PY1 makes a winning determination for the normal pattern hold.

[0040] When the pachinko 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 unit 8. For example, when the number of normal pattern holds is "1", only one LED is lit, and when the number of normal pattern holds is "2", only two LEDs are lit.

[0041] After the normal drawing is stopped and displayed in a manner indicating a winning result, the pachinko gaming machine PY1 conducts an auxiliary game. Although the details of the auxiliary game will be described later, it is a game in which the second start port 12 is opened for a predetermined time (e.g., 3.5 seconds). Since the opening of the second start port 12 in the auxiliary game gives an opportunity for a game ball to win a prize at 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 states of the pachinko gaming machine PY1 will be described with reference to FIG. 3(A). FIG. 3(A) is a diagram showing the game states that the pachinko gaming machine PY1 can take. As shown in FIG. 3(A), except for the big win game state in which a big win game is conducted, the pachinko gaming machine PY1 can take one or more of the following four types of game states: "low probability low base game state" (also referred to as "normal game state"), "low probability high base game state" (also referred to as "time-saving game state"), "high probability low base game state" (also referred to as "hidden probability game state"), and "high probability high base game state" (also referred to as "probability variation game state").

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

[0044] The "low probability high base game state" is a game state that may be taken after the big win game state and continues until a predetermined time-saving end condition is satisfied. The predetermined time-saving end conditions include that a big win game is conducted and the number of variable displays of the special drawing reaches a predetermined number (e.g., 200 times).

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

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

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

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

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

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

[0051] In addition, the pachinko gaming machine PY1 can change the jackpot winning probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched among three levels: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1"; when it is in the middle position, it is called "Setting 2"; and when it is in the lower position, it is called "Setting 3". In "Setting 1", the jackpot winning probability in the normal probability state is the first probability (e.g., 1 / 300), and the jackpot winning probability in the high probability state is the second probability (e.g., 1 / 30). Also, in "Setting 2", the jackpot winning probability in the normal probability state is a third probability (e.g., 1 / 280) higher than the first probability, and the jackpot winning probability in the high probability state is a fourth probability (e.g., 1 / 28) higher than the second probability. Further, in "Setting 3", the jackpot winning probability in the normal probability state is a fifth probability (e.g., 1 / 260) higher than the third probability, and the jackpot winning probability in the high probability state is a sixth probability (e.g., 1 / 26) higher than the fourth probability. Note that the jackpot winning probability can be appropriately changed within the range where it increases in the order of "Setting 1" < "Setting 2" < "Setting 3".

[0052] 5. Jackpot Game Next, the jackpot game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(A). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform any one or more of four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".

[0053] "Big Win Game Wα" is a big win game that will enter the "High Probability High Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Wα", depending on α, the round game is played for any number of times from 2 to 10 times.

[0054] "Big Win Game Xα" is a big win game that will enter the "Low Probability High Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Xα", depending on α, the round game is played for any number of times from 2 to 10 times.

[0055] "Big Win Game Yα" is a big win game that will enter the "High Probability Low Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Yα", depending on α, the round game is played for any number of times from 2 to 10 times.

[0056] "Big Win Game Zα" is a big win game that will enter the "Low Probability Low Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Zα", depending on α, the round game is played for any number of times from 2 to 10 times.

[0057] In addition, in "Big Hit Game Wα", "Big Hit Game Xα", "Big Hit Game Yα", and "Big Hit Game Zα", only the first big winning port 14 may be opened for all round games, or only the second big winning port 15 may be opened for all round games, or the first big winning port 14 may be opened for some round games and the second big winning port 15 may be opened for the remaining round games. Any of the round games in which the first big winning port 14 is opened and the round games in which the second big winning port 15 is opened provide the player with an opportunity to win a prize (an opportunity to receive prize balls), so it is a game advantageous to the player.

[0058] "Big Hit Game Wα" and "Big Hit Game Yα" belong to the so-called probability-variable big hit games in which the game state becomes a high-probability state, and "Big Hit Game Xα" and "Big Hit Game Zα" belong to the so-called normal big hit games in which the game state becomes a normal probability state. Therefore, it can be said that "Big Hit Game Wα" and "Big Hit Game Yα" are more advantageous to the player than "Big Hit Game Xα" and "Big Hit Game Zα" in terms of the subsequent big hit winning probability, and the big hit game state in which either "Big Hit Game Wα" or "Big Hit Game Yα" is played can be said to be a game state more advantageous to the player than the big hit game state in which either "Big Hit Game Xα" or "Big Hit Game Zα" is played.

[0059] In addition, "Big Hit Game Wα" and "Big Hit Game Xα" belong to the so-called electric support-equipped big hit games where the game state becomes the time-saving state, and "Big Hit Game Yα" and "Big Hit Game Zα" belong to the so-called electric support-free big hit games where the game state becomes the non-time-saving state. Therefore, it can be said that "Big Hit Game Wα" and "Big Hit Game Xα" are more advantageous big hit games for the player regarding the subsequent second start port 12 (regarding the ease of winning of game balls into the subsequent second start port 12), and the big hit game state in which either "Big Hit Game Wα" or "Big Hit Game Xα" is conducted can be said to be a more advantageous game state for the player than the big hit game state in which either "Big Hit Game Yα" or "Big Hit Game Zα" is conducted.

[0060] Here, the flow of the big hit game will be described. FIG. 4(A) is a time chart showing the flow of the big hit game. Here, a big hit game in which only the first big winning port 14 is opened is exemplified.

[0061] As shown in FIG. 4(A), after the stop display in the special figure, when the big hit game starts, first, a big hit opening (also referred to as "big hit OP") is set. The big hit OP continues until a predetermined time (for example, 10 seconds) elapses. When the big hit OP ends, the first-round round game starts. The round game continues until a predetermined time (for example, 30 seconds) elapses or a predetermined number (for example, 10) of game balls win into the first big winning port 14. When the first-round round game ends, a round interval (also referred to as "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) elapses. When the round IT ends, the second-round round game starts. Then, when the final round game (for example, the tenth-round round game) ends, a big hit ending (also referred to as "big hit ED") is set. The big hit ED continues until a predetermined time (for example, 10 seconds) elapses. When the big hit ED ends, one big hit game ends. Note that either one or both of the big hit OP and the big hit ED may not be set.

[0062] 6. Small winning game Next, the small winning game performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(B). As shown in FIG. 3(B), the pachinko machine PY1 can perform a small winning game as a game different from the big winning game. The small winning game is a game in which the game state is not changed thereafter, unlike the big winning game. For example, when the small winning game is performed in the "low probability low base game state", the "low probability low base game state" continues even after the small winning game. The pachinko machine PY1 opens either the first large winning opening 14 or the second large winning opening 15 in the small winning game.

[0063] FIG. 4(B) is a time chart showing the flow of the small winning game. Here, a small winning game in which only the first large winning opening 14 is opened is illustrated. As shown in FIG. 4(B), after the stop display of the special figure, when the small winning game starts, first, a pre-opening interval (also referred to as "pre-opening IT") is set. The pre-opening IT continues until a predetermined time (for example, 2 seconds) elapses. When the pre-opening IT ends, the first large winning opening 14 opens. The opening of the first large winning opening 14 continues until a predetermined time (for example, 5 seconds) elapses or a predetermined number (for example, 10) of game balls win at the first large winning opening 14. When the opening of the first large winning opening 14 ends, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) elapses. The end of the post-opening IT ends one small winning game. Note that either one or both of the pre-opening IT and the post-opening IT may not be set. Also, considering the playability of the pachinko machine PY1, the small winning game may not be performed.

[0064] 7. Auxiliary game Next, the auxiliary game performed by the pachinko machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko machine PY1 can perform an auxiliary game as a game different from the jackpot game and the small win game. The auxiliary game is a game in which the second start port 12 is opened, which is different from the jackpot game and the small win game. The opening time of the second start port 12 changes according to the game state. For example, when the auxiliary game is performed in the non-time shortening state, the second start port 12 is opened for the first opening time (for example, 0.1 second), while when the auxiliary game is performed in the time shortening state, the second start port 12 is opened for the second opening time (for example, 3.5 seconds), which is longer than the first opening time.

[0065] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), after the stop display in the normal figure, when the auxiliary game starts, the second start port 12 is opened. The opening of the second start port 12 continues until a predetermined time (the first opening time in the non-time shortening state and the second opening time in the time shortening state) elapses, or until a predetermined number (for example, 4) of game balls win 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.

[0066] 8. Effects Next, the effects performed by the pachinko machine PY1 will be described with reference to FIGS. 5 to 12. The pachinko machine PY1 can set different effect modes according to the game state. In each effect mode, the pachinko machine PY1 can perform the following effects using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, movable body 55k on the board, movable body 58k on the frame, etc.) provided in the pachinko machine PY1.

[0067] 8-1. Effect Mode First, the presentation mode will be described with reference to FIG. 5. The presentation mode is a classification of presentations (or a higher - level attribute). The pachinko machine PY1 can be set to a customer - waiting presentation mode, a normal presentation mode, a high - probability variable presentation mode, a time - shortening presentation mode, and a jackpot presentation mode as presentation modes.

[0068] The customer - waiting 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 customer - waiting presentation mode, it is suggested to the player that the machine is in a state of waiting for the variable display of the special figure. The pachinko machine PY1 can perform a customer - waiting presentation during the setting of the customer - waiting presentation mode. The customer - waiting presentation is an effect in which the customer - waiting demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a as shown in FIG. 5(A - 1). Also, when, for example, the normal button 40 is operated during the display of the customer - waiting 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.

[0069] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "low probability and low base game state" or "high probability and low base game state". In the normal performance mode, it is suggested to the player that it is a non-time-saving state. In the pachinko machine PY1, in the normal performance mode, as shown in FIG. 5(B-1), for example, the normal background image G102 representing a mountain view is displayed on the display unit 50a. Note that the background displayed in the normal performance mode is not limited to only the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.

[0070] The probability-variable performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "high probability and high base game state". In the probability-variable performance mode, it is suggested to the player that it is a high probability state and a time-saving state. In the pachinko machine PY1, in the probability-variable performance mode, as shown in FIG. 5(B-2), for example, the probability-variable background image G103 representing the universe is displayed on the display unit 50a. Note that the background displayed in the probability-variable performance mode is not limited to only the probability-variable background image G103, and multiple types of backgrounds may be displayed in order or randomly.

[0071] The time-saving performance mode is a performance mode that may be set over one or more variable displays of special symbols in the "low probability and high base game state". In the time-saving performance mode, it is suggested to the player that it is a normal probability state and a time-saving state. In the pachinko machine PY1, in the time-saving performance mode, as shown in FIG. 5(B-3), for example, the time-saving background image G104 representing the sky is displayed on the display unit 50a. Note that the background displayed in the time-saving performance mode is not limited to only the time-saving background image G104, and multiple types of backgrounds may be displayed in order or randomly.

[0072] The big win effect mode is an effect mode set in the big win gaming state. In the big win effect mode, it is suggested to the player that the big win game is in progress. In the pachinko machine PY1, in the big win effect mode, at the start of the big win game, as shown in FIG. 5(C-1), an opening image G107 indicating the start of the big win 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 "opening effect".

[0073] Also, in the pachinko machine PY1, in the big win 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 when it enters the high probability state thereafter, a promotion image G110 indicating the entry into the high probability state is displayed on the display unit 50a. Note that the display of these images is called "round effect".

[0074] Also, in the pachinko machine PY1, in the big win effect mode, at the end of the big win game, as shown in FIG. 5(C-3), an ending image G111 indicating the effect mode set after the big win effect mode, a total prize ball number image G112 indicating the total number of prize balls paid out, etc. are displayed on the display unit 50a. Note that the display of these images is called "ending effect".

[0075] 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 shortening effect mode, and the big win effect mode, are set, but the types of effect modes can be appropriately changed or added.

[0076] 8-2. Special drawing variation effect Next, the special figure variation performance (also referred to as "variation performance") will be described with reference to FIGS. 6 to 8. The special figure variation performance is a performance for suggesting the result of the jackpot determination. When the variable display of the special figure starts on the pachinko gaming machine PY1, in parallel with the variable display of the special figure, a special figure variation performance using the performance symbols is executed. As shown in FIG. 6(A), the performance symbols are composed of a left performance symbol EZ1, a middle performance symbol EZ2, and a right performance symbol EZ3.

[0077] In the special figure variation performance of the pachinko gaming machine PY1, the performance symbols EZ1, EZ2, and EZ3 are variably displayed on the background (normal background image G102, probability-variable background image G103, time-limit background image G104). Note that "↓" in the figure indicates that the performance symbols are being variably displayed. The performance symbols EZ1, EZ2, and EZ3 are composed of, for example, numerical symbols from "1" to "9" respectively. In the variable display of the performance symbols EZ1, EZ2, and EZ3, the performance 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 mode of the stop display of the performance symbols EZ1, EZ2, and EZ3.

[0078] 8-2-1. Normal Variation In the special figure variation performance of the pachinko gaming machine PY1, first, normal variation can be performed. The normal variation is a performance in which the performance symbols EZ1, EZ2, and EZ3 are variably displayed and functions as a performance for suggesting that the variable display of the special figure has started.

[0079] In normal variation, as shown in FIG. 6(B), the pachinko gaming machine PY1 starts the variable display of the effect symbols EZ1, EZ2, and EZ3. Then, when the pachinko gaming machine PY1 results in a loss without causing a reach after normal variation, as shown in FIG. 6(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 stop in different manners, and then, as shown in FIG. 6(D), the effect 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 pattern in which the left and right effect symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, when the pachinko gaming machine PY1 causes a reach after normal variation, as shown in FIG. 6(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 are stopped and displayed in the same manner (so-called reach pattern) to establish a reach. Note that the stop order of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0080] 8-2-2.N Reach After the establishment of a reach, the pachinko gaming machine PY1 can perform an N reach. The N reach is, for example, a reach effect in which the variation speed of the middle effect symbol EZ2 gradually decreases, and functions as an effect suggesting that a big win game may be played.

[0081] In the N reach, as shown in FIG. 7(A), the pachinko gaming machine PY1 gradually decreases the variation speed of the middle effect symbol EZ2. Then, when the pachinko gaming machine PY1 results in a loss in the N reach, as shown in FIG. 7(B), the middle effect symbol EZ2 is stopped, and the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a reach loss (so-called reach loss pattern). The manner suggesting a reach loss is a pattern in which the left and right effect symbols are the same and the middle symbol is different from the left and right effect symbols, such as "7·6·7" or "5·3·5". On the other hand, when the pachinko gaming machine PY1 develops into an SP reach after the N reach, the middle effect symbol EZ2 is not stopped. Note that the effect content of the N reach can be changed as appropriate.

[0082] 8-2-3.SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is, for example, a reach effect in which a battle between the protagonist character and the enemy character is displayed, and functions as an effect suggesting a high possibility of a jackpot game being played.

[0083] In the SP reach of the pachinko gaming machine PY1, as shown in FIG. 8(A), an SP title image G1 indicating the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is, for example, a character image such as "Defeat Enemy A!". After that, as shown in FIG. 8(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the protagonist character and the enemy character battling on the display unit 50a. When approaching the final stage of the battle, if the pachinko gaming machine PY1 is to result in a jackpot in the SP reach, as shown in FIG. 8(C-1), it displays the protagonist character being happy about winning the battle so as to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a mode suggesting a jackpot (so-called double zero). Also, if the pachinko gaming machine PY1 is to result in a loss in the SP reach, as shown in FIG. 8(C-2), it displays the enemy character being happy about winning the battle so as to suggest a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a mode suggesting a reach loss. On the other hand, if the pachinko gaming machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. Note that the content of the SP reach effect can be changed as appropriate.

[0084] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after the SP reach. The SPSP reach is, for example, a reach effect in which a battle between the protagonist character and a powerful enemy character is displayed, and functions as an effect suggesting a high possibility of a jackpot game being played.

[0085] In the SPSP reach of the pachinko gaming machine PY1, as shown in Fig. 9(A), an SPSP title image G2 indicating the start of the SPSP reach is displayed on the display unit 50a. The SPSP title image G2 is, for example, a character image of "Defeat enemy B!". Thereafter, as shown in Fig. 9(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and a powerful enemy character image G202 representing the powerful enemy character on the display unit 50a, and displays a video of the protagonist character and the powerful enemy character battling on the display unit 50a. When reaching the final stage of the battle, if the pachinko gaming machine PY1 hits a jackpot in the SPSP reach, as shown in Fig. 9(C-1), it displays the protagonist character being happy about winning the battle so as to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting a jackpot (so-called double-zero). 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 a miss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting a reach miss. Note that the content of the SPSP reach effect can be changed as appropriate.

[0086] 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.

[0087] Also, for example, when the execution probability of SP reach is set to 4% if the jackpot determination result is a miss and 100% if the jackpot determination result is a jackpot win, 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. In this way, for an executable effect, by presetting the execution probability according to the result of the jackpot determination, the jackpot expectancy for that effect can be determined.

[0088] 8-3. Reserved Icon and the Said Icon The pachinko machine PY1 can display a reserved icon HA in the display unit 50a during the storage of the special figure 1 reservation or the special figure 2 reservation. The reserved icon HA is, for example, an icon image of "〇". Also, the pachinko machine PY1 can display the said icon TA in the display unit 50a during the variable display of the special figure. The said icon TA is, for example, the same icon image of "〇" as the reserved icon HA.

[0089] A reserved icon display area 50d is installed at the lower part of the display unit 50a. As shown in Fig. 10(A), the reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko machine PY1 displays the reserved icon HA in each display area 50d1, 50d2, 50d3, 50d4 according to the number of special figure 1 reservations or the number of special figure 2 reservations. For example, when the number of special figure 1 reservations is "1", the reserved icon HA is displayed in the first display area 50d1, and when the number of special figure 1 reservations 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 reservations and the number of special figure 2 reservations may be displayed in the reserved icon display area 50d, or only one of the number of special figure 1 reservations and the number of special figure 2 reservations may be displayed. Also, the number of display areas constituting the reserved icon display area 50d can be changed as appropriate.

[0090] Also, in the lower part of the display unit 50a and in the vicinity of the held icon display area 50d, the icon display area 50e is provided. As shown in FIG. 10(A), the icon display area 50e is composed of the icon display area 50e which consists of one display area. When the pachinko gaming machine PY1 starts the variable display of the special figure, the icon TA, which is the same as or different from the held icon HA, is displayed in the icon display area 50e. In consideration of the playability of the pachinko gaming machine PY1, the icon TA may not be displayed.

[0091] 8-3-1. Held Performance The pachinko gaming machine PY1 can perform a held performance in response to a winning of a game ball in the first start port 11 or the second start port 12. The held performance is, for example, a performance in which the held icon HA is displayed in the held icon display area 50d, and functions as a performance for notifying the player of the number of holds in Special Figure 1 or Special Figure 2.

[0092] When a game ball wins in the first start port 11 while the variable display of the special figure is not being performed and the number of holds in Special Figure 1 is "0" in the pachinko gaming machine PY1, as shown in FIG. 10(B), the icon TA is displayed in the icon display area 50e. Also, for example, when two game balls win in the first start port 11 during the variable display of the special figure in the pachinko gaming machine PY1, as shown in FIG. 10(C), the held icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, and the player is notified that the number of holds in Special Figure 1 is "2". Further, when the pachinko gaming machine PY1 starts a new variable display of the special figure while the held icon HA is being displayed in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, as shown in FIG. 10(D), the held icon HA in the first display area 50d1 of the held icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the held icon HA in the second display area 50d2 of the held icon display area 50d is moved to the first display area 50d1 and displayed, and the player is notified that the number of holds in Special Figure 1 is "1".

[0093] 8-4. Advance Notice Performance The pachinko gaming machine PY1 can perform an advance notice performance at any timing in the special figure variation performance. The advance notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the on-board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance suggesting the possibility of a big win game being played.

[0094] 8-4-1. Movable Body Performance The pachinko gaming machine PY1 can perform a movable body performance using the on-board movable body 55k or the frame movable body 58k as an advance notice performance. The movable body performance is, for example, a performance in which the on-board movable body 55k or the frame movable body 58k operates.

[0095] The pachinko gaming machine PY1 performs a movable body performance at any timing (for example, the timing of developing from N reach to SP reach) in the special figure variation performance. Here, a movable body performance using the on-board movable body 55k is exemplified. As shown in FIG. 11(A), the movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a. The pachinko gaming machine PY1 displays the effect image G4 in a space on the display unit 50a that does not overlap with the on-board movable body 55k during the movable body performance. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to the normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case of developing to SPSP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be changed as appropriate.

[0096] 8-4-2. Operation Performance The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as an advance notice performance. The operation performance is, for example, a performance in which the player operates the normal button 40 or the special button 41.

[0097] The pachinko gaming machine PY1 performs an operation effect at an arbitrary timing (for example, during SP reach) in the special figure variation effect. Here, an operation effect using the normal button 40 is exemplified. The pachinko gaming machine PY1 generates a period during which the pressing operation of the normal button 40 is valid (referred to as the "button operation valid period") in the operation effect, and along with the occurrence of this button operation valid period, as shown in FIG. 12(A), it performs an effect to prompt the operation of the normal button 40 (referred to as the "button operation promotion effect"). In the button operation promotion effect, a button operation promotion image G3 is displayed. The button operation promotion image G3 is composed of a normal button image G31 imitating the normal button 40, a pressing operation image G32 representing the operation mode of the normal button 40 (that is, the pressing operation) (here, the character image of "press"), and an operation valid period remaining time image G33 representing the remaining time of the button operation valid period. The pachinko gaming machine PY1 terminates the button operation promotion effect and performs an operation result effect as shown in FIG. 12(B) in response to the normal button 40 being pressed during the button operation valid period or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid period. FIG. 12(B) shows a case where a movable body effect in which the on-board movable body 55k operates is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.

[0098] 8-4-3. Prediction effect The pachinko gaming machine PY1 can perform a prediction effect based on a prediction determination as a notice effect. The prediction effect is, for example, an effect in which the hold icon HA changes, and functions as an effect for suggesting the result of the jackpot determination in advance.

[0099] The pachinko gaming machine PY1 performs a pre-reading effect according to memorizing Hold of Special Figure 1 or Hold of Special Figure 2. Here, the pre-reading effect for Hold of Special Figure 1 is exemplified. When a game ball enters the first start port 11, the pachinko gaming machine PY1, when memorizing Hold of Special Figure 1, based on the result of the pre-reading determination for Hold of Special Figure 1, as shown in FIG. 10(C), in the hold icon display area 50d, instead of displaying an icon image of "〇" as the hold icon HA as normal, displays an icon image of "☆". Note that the content of the pre-reading effect can be changed as appropriate.

[0100] 9. Internal Structure Next, the internal structure of the pachinko gaming machine PY1 will be described with reference to FIGS. 13 to 16. FIG. 13 is a block diagram of a part related to the control of the pachinko gaming machine PY1. As shown in FIG. 13, the pachinko gaming machine PY1 includes a main control unit 100 that controls the game and an effect control unit 120 that executes effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes effects according to the instructions of the main control unit 100.

[0101] 9-1. Main Control Unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 is configured to include, for example, a CPU (Central Processing Unit), and mainly controls various games (special drawing games, general drawing games, game states, prize ball payouts, etc.). Further, the game control microcomputer 101 includes a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a inputs winning information of game balls from winning devices (first start port 11, second start port 12, gate 13, first big winning port 14, second big winning port 15, general winning port 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs production data and production commands generated according to the control of the game to the outside of the production control unit 120 and the pachinko machine PY1. The game storage unit 101c is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory), and stores a table for selecting game contents, game data (special drawing 1 hold, special drawing 2 hold, general drawing hold, etc.) generated according to the control of the game, etc.

[0102] Various games are mainly controlled based on the winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using the tables and game data stored in the game storage unit 101c.

[0103] 9-2. Table When controlling the game, the game control microcomputer 101 can make various selections. When making a selection, the table stored in the game storage unit 101c is referred to. The following tables are stored in the game storage unit 101c.

[0104] 9-2-1. Variation Pattern Judgment Table The game memory unit 101c stores a variation pattern determination table 103a1 shown in FIG. 14. The variation pattern determination table 103a1 is a table referred to when selecting the type of variation pattern. When performing variable display of the first special figure or the second special figure based on the result of the jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.

[0105] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of start port, the result of the jackpot determination, the result of the reach determination, the number of special figure holds, and the like. The reach determination is to determine whether to perform the aforementioned 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.

[0106] Here, the roles of each variation pattern will be described. As described above, during the variable display of the special figure, a special figure variation effect is performed. In the special figure variation effect, an effect flow composed of one or more effects is executed, and each variation pattern is associated with the variable display time of the special figure and the effect flow executed in the special figure variation effect. For example, as shown in FIG. 14, "THP001" and "THP011" are associated with a variable display time of the special figure of 120,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a variable display time of the special figure of 100,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a variable display time of the special figure of 20,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with an effect flow composed only of "normal variation" with a variable display time of the special figure of 13,000 ms or 2,000 ms. In this way, depending on the type of variation pattern selected by the game control microcomputer 101, the time of the special figure variation effect and the effects executed in the special figure variation effect are made different.

[0107] "THP001" is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SPSP reach", "THP001" is called "SPSP jackpot variation". Also, "THP002" is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SP reach", "THP002" is called "SP jackpot variation". Also, "THP011" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SPSP reach", "THP011" is called "SPSP loss variation". Also, "THP012" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SP reach", "THP012" is called "SP loss variation". Also, "THP013" is selected when the jackpot determination result is a loss. Since the end of the production flow is "N reach", "THP013" is called "N loss variation". Also, "THP021" and "THP022" are selected when the jackpot determination result is a loss. Since the end of the production flow is "normal variation", "THP021" and "THP022" are called "normal loss variation". Note that the selection ratio of the variation patterns can be appropriately set in consideration of the playability of the pachinko machine PY1.

[0108] 9-2-2. Prediction Judgment Table The prediction judgment table 103b1 shown in FIG. 15 is stored in the game memory unit 101c. The prediction judgment table 103b1 is a table referred to when selecting the type of prediction pattern. The game control microcomputer 101 refers to the prediction judgment table 103b1 and selects the type of prediction pattern when the right to receive the jackpot determination is acquired. The figure shown in FIG. 15 is the prediction judgment table 103b1.

[0109] As shown in FIG. 15, the game control microcomputer 101 selects the type of 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.

[0110] Since "SHP001" is selected when the result of the prediction determination is a winning prediction, "SHP001" is referred to as the "big win prediction pattern". 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". Further, "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".

[0111] 9-2-3. Symbol Determination Table In the game storage unit 101c, a symbol determination table 103c1 shown in FIG. 16 is stored. The symbol determination table 103c1 is a table referred to when selecting the types of stop symbols of the first special symbol and the second special symbol. When a big win determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 and selects the types of stop symbols of the first special symbol and the second special symbol. The figure shown in FIG. 16 is the symbol determination table 103c1.

[0112] As shown in FIG. 16, the game control microcomputer 101 selects the types of stop symbols for the first special figure and the second special figure based on the types of start ports, the results of jackpot determination, and the like. The game control microcomputer 101 can select any one of seven types of stop symbols, namely, "Jackpot Wα symbol", "Jackpot Xα symbol", "Jackpot Yα symbol", "Jackpot Zα symbol", "Small win symbol", "Lose A symbol", and "Lose B symbol", as the type of stop symbol. The game control microcomputer 101 performs stop display of the first special figure or the second special figure in a manner corresponding to the selected stop symbol. Note that the types of stop symbols can be changed as appropriate.

[0113] Here, the roles of each stop symbol will be described. As described above, after the stop display of the special figure, there are cases where a jackpot game is played, a small win game is played, a time-saving state is entered, and a loss occurs without performing anything. There are four types of jackpot games ("Jackpot game Wα", "Jackpot game Xα", "Jackpot game Yα", "Jackpot game Zα"), one type of small win game, and two types of losses (the aforementioned specific loss and a simple loss). Each stop symbol is associated with the type of jackpot game, the type of small win game, and the type of loss. For example, as shown in FIG. 16, the "Jackpot Wα symbol" is associated with the "Jackpot game Wα", the "Jackpot Xα symbol" is associated with the "Jackpot game Xα", the "Jackpot Yα symbol" is associated with the "Jackpot game Yα", the "Jackpot Zα symbol" is associated with the "Jackpot game Zα", the "Small win symbol" is associated with the small win game, the "Lose A symbol" is associated with a simple loss where nothing is done, and the "Lose B symbol" is associated with the time-saving state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, small win games, and losses (whether to enter the time-saving state) to be executed are made different.

[0114] Since the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are selected when a big hit game with a high probability state is to be played later, the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are sometimes referred to as "probability change symbols". Also, since the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are determined when a big hit game with a normal probability state is to be played later, the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are sometimes referred to as "normal symbols". Also, since the "Lose A Symbol" is determined in the case of a simple loss where nothing is done later, the "Lose A Symbol" is sometimes referred to as the "normal loss symbol". Also, since the "Lose B Symbol" is determined in the case of a specific loss where the time is shortened later, the "Lose B Symbol" is sometimes referred to as the "loss time shortening symbol". Regarding the selection ratio of the stop symbols, it can be set appropriately in consideration of the playability of the pachinko machine PY1.

[0115] 9-3. Command The game control microcomputer 101 can output the effect commands generated according to the control of the game to the effect control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.

[0116] 9-3-1. Winning Command The winning commands are generated in relation to the winning of the game balls in various winning devices (the first start port 11, the second start port 12, the gate 13, the first big winning port 14, the second big winning port 15, the general winning port 10, etc.). As the winning commands, there are the first start port command generated when the game ball wins the first start port 11, the second start port command generated when the game ball wins the second start port 12, the gate command generated when the game ball passes through the gate 13, the first big winning port command generated when the game ball wins the first big winning port 14, the first big winning port command generated when the game ball wins the second big winning port 15, the general winning port command generated when the game ball wins the general winning port 10, etc.

[0117] 9-3-2. Special Figure Command Special drawing commands are generated in relation to the operations of the first special drawing and the second special drawing. As special drawing commands, there are special drawing variation pattern commands generated by determining the variation pattern of the special drawing, special drawing stop symbol commands generated by determining the stop symbol of the special drawing, special drawing start commands generated by starting the variable display of the special drawing, special drawing confirmation commands generated by stopping the display of the special drawing, and so on.

[0118] 9-3-3. General drawing commands General drawing commands are generated in relation to the operations of the general drawing. As general drawing commands, there are general drawing start commands generated by starting the variable display of the general drawing, general drawing confirmation commands generated by stopping the display of the general drawing, and so on.

[0119] 9-3-4. Hold commands Hold commands are generated in relation to the increase or decrease in the number of holds for special drawing 1 hold, special drawing 2 hold, and general drawing hold. As hold commands, there are special drawing 1 hold increase commands generated by increasing the number of special drawing 1 holds, special drawing 1 hold decrease commands generated by decreasing the number of special drawing 1 holds, special drawing 2 hold increase commands generated by increasing the number of special drawing 2 holds, special drawing 2 hold decrease commands generated by decreasing the number of special drawing 2 holds, general drawing hold increase commands generated by increasing the number of general drawing holds, general drawing hold decrease commands generated by decreasing the number of general drawing holds, and so on.

[0120] 9-3-5. Jackpot game commands Jackpot game commands are generated in relation to the operations of the jackpot game. As jackpot game commands, there are OP commands generated by starting OP, round commands generated by starting each round of the game, ED commands generated by starting ED, and so on.

[0121] 9-3-6. Minor win game commands Minor win game commands are generated in relation to the operations of the minor win game. As minor win game commands, there are pre-opening IT commands generated by starting pre-opening IT, post-opening IT commands generated by starting post-opening IT, and so on.

[0122] 9-3-7. Auxiliary game command The auxiliary game command is generated in relation to the operation of the auxiliary game. Examples of the auxiliary game command include an auxiliary game start command generated by the start of the auxiliary game.

[0123] 9-3-8. Game state command The game state command is generated in relation to the current game state. Examples of the game state command include a normal probability command generated by the game state being in the normal probability state, a high probability command generated by the game state being in the high probability state, a non-time limit command generated by the game state being in the non-time limit state, a time limit command generated by the game state being in the time limit state, a big win command generated by the game state being in the big win game state, etc.

[0124] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation mode, special figure change presentation, held presentation, notice presentation, etc.). Further, the presentation control microcomputer 121 includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs 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 table for selecting a notice presentation, etc., presentation data generated according to the execution of the presentation, etc.

[0125] 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 refers to the table and presentation data stored in the presentation storage unit 121b and executes various presentations.

[0126] <First Embodiment> The following describes the first embodiment. Unless otherwise stated, the pachinko gaming machine PY1 of the above-described basic embodiment is also applicable to the first embodiment.

[0127] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 of this embodiment will be further described with reference to FIG. 17 in addition to FIG. 1. FIG. 17 is a front view of the pachinko gaming machine PY1 of this embodiment.

[0128] The pachinko gaming machine PY1 of this embodiment has a front door 23 including a front frame 23m with the above-described transparent plate 23t arranged at the center. Rhombus-shaped first frame lamps 53A and second frame lamps 53B shown in FIG. 17 are arranged on the front frame 23m of this front door 23.

[0129] There are six first frame lamps 53A. Specifically, as shown in FIG. 17, there are three below the left speaker 52 and three below the right speaker 52 in the front frame 23m. That is, the first frame lamps 53A are respectively arranged at the upper left and upper right of the front frame 23m.

[0130] On the other hand, there are two second frame lamps 53B, both of which are arranged on the upper tray 34 so as to be visible to the player. Specifically, one is arranged on each of the left and right sides of the normal button 40 also arranged on the upper tray 34. As shown in FIG. 17, the upper tray 34 is located below the transparent plate 23t of the front frame 23m. Therefore, in this embodiment, the second frame lamps 53B are arranged below the lower part of the front frame 23m and below the display part 50a located at the center of the front frame 23m.

[0131] 2. Big win game Next, the jackpot game of this embodiment will be further described with reference to FIG. 18. In the game ROM 103 of this embodiment, a jackpot game control table shown in FIG. 18 is stored. The game control microcomputer 101 can execute the jackpot game using the jackpot game control table shown in FIG. 18. Specifically, the game control microcomputer 101 can execute a jackpot game control process for performing the jackpot game using the jackpot game control table. This jackpot game control process is performed when the game state is set to the jackpot game state.

[0132] As shown in FIG. 18, the jackpot games of this embodiment include "Jackpot Game 1", "Jackpot Game 2", "Jackpot Game 3", and "Jackpot Game 4".

[0133] "Jackpot Game 1" is a jackpot game that is executed when the result of the jackpot determination in the special figure 1 determination process by the game control microcomputer 101 is "jackpot win" and the result of the jackpot symbol type determination is "jackpot symbol 1". Note that the allocation rate of "jackpot symbol 1" in the special figure 1 determination process is "65%" (see FIG. 18). In "Jackpot Game 1", four round games are performed. Each round game involves the opening of the first big winning port 14 for up to 29.5 seconds.

[0134] "Jackpot Game 2" is a jackpot game that is executed when the result of the jackpot determination in the special figure 1 determination process by the game control microcomputer 101 is "jackpot win" and the result of the jackpot symbol type determination is "jackpot symbol 2". Note that the allocation rate of "jackpot symbol 2" in the special figure 1 determination process is "35%" (see FIG. 18). In "Jackpot Game 2", similar to the above "Jackpot Game 1", four round games involving the opening of the first big winning port 14 for up to 29.5 seconds are performed.

[0135] "Big Win Game 3" is a big win game that is executed when the result of the special figure 2 determination process by the game control microcomputer 101 is "big win selected" and the result of the big win symbol type determination is "big win symbol 3". Note that the allocation rate of "big win symbol 3" in the special figure 2 determination process is "75%" (see Figure 18). In "Big Win Game 3", round games accompanied by the opening of the first big winning opening 14 for up to 29.5 seconds are performed 10 times.

[0136] "Big Win Game 4" is a big win game that is executed when the result of the special figure 2 determination process by the game control microcomputer 101 is "big win selected" and the result of the big win symbol type determination is "big win symbol 4". Note that the allocation rate of "big win symbol 4" in the special figure 2 determination process is "25%" (see Figure 18). In "Big Win Game 4", round games accompanied by the opening of the first big winning opening 14 for up to 29.5 seconds are performed 4 times.

[0137] In this embodiment, "Big Win Game 3" with 10 round games can be said to be a big win game more advantageous to the player than "Big Win Game 1" and "Big Win Game 2" with 4 round games, or "Big Win Game 4" with 4 round games. That is, the big win game state in which "Big Win Game 3" is executed can be said to be a game state more advantageous to the player than the big win game states in which "Big Win Game 1", "Big Win Game 2", or "Big Win Game 4" is executed.

[0138] Also, in this embodiment, after the execution of "Big Win Game 1", "Big Win Game 2", "Big Win Game 3", and "Big Win Game 4", the game state is set to a time-saving state ("low probability high base game state" or "high probability high base game state") (see Figure 18).

[0139] Furthermore, after the execution of "Big Win Game 1", "Big Win Game 3", and "Big Win Game 4", the game state is set to a high probability state ("high probability high base game state") (see Figure 18).

[0140] On the other hand, after the execution of "Big Win Game 2", the game state is set to a low probability state ("low probability high base game state") (see Fig. 18).

[0141] In this embodiment, the "high probability high base game state" can continue until the number of times of special drawing (special drawing 1, special drawing 2) reaches the first specific number of times ("130 times" in this embodiment), and the "low probability high base game state" can continue until the number of times of variable display of the special figure reaches the second specific number of times ("100 times" in this embodiment) of the number of times of special drawing (special drawing 1, special drawing 2). Therefore, it can be said that "Big Win Game 1", "Big Win Game 3" and "Big Win Game 4" which are set to the "high probability high base game state" after the big win game are more advantageous big win games for the player than "Big Win Game 2" which is set to the "low probability high base game state" after the big win game. That is, it can be said that the big win game state in which "Big Win Game 1", "Big Win Game 3" or "Big Win Game 4" is executed is a more advantageous game state for the player than the big win game state in which "Big Win Game 2" is executed.

[0142] Also, in this embodiment, when a game ball enters the first big winning opening 14 while the first big winning opening 14 is open during the execution of "Big Win Game 1", "Big Win Game 2", "Big Win Game 3" and "Big Win Game 4", the first number (15 in this embodiment) of game balls is given as bonus balls for the entry of one game ball.

[0143] 3. Game State Next, the game state of the pachinko game machine PY1 of this embodiment will be described. This pachinko game machine PY1 can take any one of 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 high base game state" (also referred to as "probability-variable game state"), and "big win game state".

[0144] The "low probability and low base game state" is the game state in the initial state of the pachinko machine PY1. The pachinko machine PY1 can set the game state to the initial state by operating an initialization switch (not shown) provided on the back of the front door 23.

[0145] The "low probability and high base game state" is a game state that may occur after the 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 played and the number of variable displays of the special figure reaches the second specific number. In this embodiment, the opening / closing member 12k of the second starting port 12 can be opened to the right of the center in the left-right direction of the game area 6 (see FIG. 2). Therefore, in the low probability and high base game state, it is easier for the player to make the game ball enter the second starting port 12 that opens by hitting the ball to the right (a way of hitting the game ball so that the game ball flows down to the right side of the game area 6) than by hitting the ball to the left (a way of hitting the game ball so that the game ball flows down to the left side of the game area 6). Therefore, in the low probability and high base game state, it is possible for the player to play the game more advantageously by hitting the ball to the right.

[0146] The "high probability and high base game state" is a game state that may occur after the jackpot game state and continues until a predetermined probability variation end condition is satisfied. The predetermined probability variation end condition includes that a jackpot game is played and the number of variable displays of the special figure reaches the first specific number. In this embodiment, since the opening / closing member 12k of the second starting port 12 can be opened to the right of the center in the left-right direction of the game area 6, in the high probability and high base game state, it is easier to make the game ball enter the second starting port 12 that opens by hitting the ball to the right than by hitting the ball to the left. Therefore, similar to the low probability and high base game state, in the high probability and high base game state as well, it is possible for the player to play the game more advantageously by hitting the ball to the right.

[0147] The "big win gaming state" is a gaming state that can be taken during the execution of each of the various big win games described above ("Big Win Game 1", "Big Win Game 2", "Big Win Game 3", and "Big Win Game 4"). In each of the various big win games, the first large winning opening 14 arranged at the lower right of the game area 6 shown in FIG. 2 can be opened. Therefore, in the big win gaming state, it is easier for the player to win a game ball into the open first large winning opening 14 by hitting the ball to the right than to the left. Therefore, similar to the low-probability high-base gaming state and the high-probability high-base gaming state described above, in the big win gaming state as well, it is possible for the player to play the game more advantageously by hitting the ball to the right.

[0148] 4. Variable Pattern Determination Table Next, regarding the variable patterns that can be determined by the game control microcomputer 101 among the configurations of the pachinko gaming machine PY1 of the present embodiment, further explanation will be given based on FIGS. 14 and 19. In the game storage unit 101c of the present embodiment, a variable pattern determination table shown in FIG. 14 is stored.

[0149] The game control microcomputer 101 determines the variable pattern of the special figure based on the result of the big win determination and the result of the reach determination. Specifically, there are two types of variable patterns in the case where the game state is the non-time-limited state and the result of the big win determination of the first special figure is "big win winning": the above-mentioned "THP001" and "THP002".

[0150] "THP001" is a variable pattern accompanied by the execution of a special figure variable effect in which, after normal variation, reach, N-reach, SP-reach, and development effects are passed through, and SPSP-reach in a successful mode is performed. This variable pattern "THP001" is also referred to as "SPSP big win variation".

[0151] "THP002" is a variable pattern accompanied by the execution of a special figure variable effect in which, after normal variation, reach and N-reach are passed through, and SP-reach in a successful mode is performed. This variable pattern "THP002" is also referred to as "SP big win variation".

[0152] On the other hand, in the case where the game state is a non-time-limited state, the result of the jackpot determination of the first special figure is "loss", and the result of the reach determination is "with reach", there are three types of variation patterns: the above "THP011", "THP012", and "THP013".

[0153] "THP011" is a variation pattern that involves the execution of a special figure variation effect in which, after normal variation, reach, N-reach, SP-reach, and development effects are experienced, and SPSP-reach in a failure mode is performed. This variation pattern "THP011" is also referred to as "SPSP loss variation".

[0154] "THP012" is a variation pattern that involves the execution of a special figure variation effect in which, after normal variation, reach and N-reach are experienced, and SP-reach in a failure mode is performed. This variation pattern "THP012" is also referred to as "SP loss variation".

[0155] "THP013" is a variation pattern that involves the execution of a special figure variation effect in which, after normal variation and reach, N-reach in a failure mode is performed. This variation pattern "THP013" is also referred to as "N loss variation".

[0156] In addition, in the case where the game state is a non-time-limited state, the result of the jackpot determination of the first special figure is "loss", and the result of the reach determination is "without reach", there are two types of variation patterns: the above "THP021" and "THP022".

[0157] Both "THP021" and "THP022" are variation patterns that involve the execution of a special figure variation effect in which, after normal variation, the three effect symbols EZ1, EZ2, and EZ3 stop and display in a manner that suggests a loss (a scattered pattern). When the number of special figure holds at the start of the variable display of the special figure is "0", "1", or "2", the variation pattern "THP021" is selected, and when the number of special figure holds at the start of the variable display of the special figure is "3" or "4", the variation pattern "THP022" is selected. These variation patterns "THP021" and "THP022" are also referred to as "normal loss variation".

[0158] In addition, in the case where the game state is a non-time-limited state and the result of the jackpot determination in the second special figure is "jackpot win", there is one type of variation pattern, namely the above "THP001".

[0159] On the other hand, in the case where the game state is a non-time-limited state and the result of the jackpot determination in the second special figure is "loss", there are two types of variation patterns, namely the above "THP021" and "THP022".

[0160] In addition, in the case where the game state is a time-limited state and the result of the jackpot determination in the second special figure is "jackpot win", there is one type of variation pattern, namely the above "THP001".

[0161] On the other hand, in the case where the game state is a time-limited state, the result of the jackpot determination in the second special figure is "loss", and the result of the reach determination is "with reach", there is one type of variation pattern, namely the above "THP011".

[0162] In addition, in the case where the game state is a time-limited state, the result of the jackpot determination in the second special figure is "loss", and the result of the reach determination is "without reach", there are two types of variation patterns, namely the above "THP021" and "THP022". Note that, unlike when the game state is a non-time-limited state, when the number of special figure holds at the start of the variable display of the special figure is "0", the variation pattern "THP021" is selected, and when the number of special figure holds at the start of the variable display of the special figure is "1", "2", "3", or "4", the variation pattern "THP022" is selected.

[0163] In addition, in the case where the game state is a time-limited state and the result of the jackpot determination in the first special figure is "jackpot win", there is one type of variation pattern, namely the above "THP001".

[0164] On the other hand, in the case where the game state is the time-saving state and the result of the jackpot determination in the first special figure is "loss", there are two types of variation patterns: the above "THP021" and "THP022". Note that, unlike when the game state is not in the time-saving state, when the number of special figure holds at the start of the variable display of the special figure is "0", the variation pattern "THP021" is selected, and when the number of special figure holds at the start of the variable display of the special figure is "1", "2", "3", or "4", the variation pattern "THP022" is selected.

[0165] FIG. 19 shows the distribution rate (execution probability) of the variation patterns in the variation pattern determination table shown in FIG. 14. In the present embodiment, when the result of the jackpot determination of the first special figure in the non-time-saving state is "jackpot win", the game control microcomputer 101 selects a variation pattern at the distribution rate shown in FIG. 19(A). Also, when the result of the jackpot determination of the first special figure in the non-time-saving state is "loss" and the result of the reach determination is "with reach", the game control microcomputer 101 selects a variation pattern at the distribution rate shown in FIG. 19(B).

[0166] According to FIG. 19(A), the value of the distribution rate of the variation pattern "THP001" is "90%", which is larger than the value of the distribution rate (10%) of the variation pattern "THP002". Therefore, in the case where the result of the jackpot determination of the first special figure in the non-time-saving state is jackpot win, most cases will proceed to SPSP reach through the development effect. Thus, it is possible to make the player aware that when proceeding to SPSP reach, there may be a high possibility that a "jackpot game" will be executed thereafter. On the other hand, when the result of the jackpot determination of the first special figure in the non-time-saving state is "jackpot win", after the execution of the SP reach, it is rare for the effect symbols EZ1, EZ2, EZ3 to be displayed in a stop mode suggesting a jackpot. Therefore, when the effect symbols EZ1, EZ2, EZ3 are displayed in a stop mode suggesting a jackpot after the execution of the SP reach, it is possible to surprise the player who is expecting the development effect and the execution of the SPSP reach after the execution of the SP reach, and it is possible to give the player surprise and joy.

[0167] Also, according to FIG. 19(B), the value of the allocation rate of the variation pattern "THP013" (70%) is larger than the total value of the allocation rates of the variation patterns "THP011" and "THP012" (30%). As described above, when the jackpot determination result in the first special figure is "jackpot win" in the non-time-saving state, the development performance and the SPSP reach are not executed after the SP reach. Therefore, when the development performance is carried out, it is possible to make the player aware that a jackpot game may be executed thereafter.

[0168] 5. Various Performances Next, various performances in this embodiment will be described with reference to FIGS. 20 to 26. The performance control microcomputer 121 of this embodiment can set one type of "performance mode" from among a plurality of types in a predetermined game state. Also, it is possible to execute a "customer waiting performance" in which the player can set (select) the performance mode. Also, it is possible to execute a "special pre-reading performance" in a predetermined performance mode.

[0169] 5-1. Performance Mode First, the performance mode in this embodiment will be described. In the pachinko gaming machine PY1 according to this embodiment, when the game state is set to the low-probability low-base game state (normal game state), the player can set (select) the performance mode. That is, in that case, the player can customize the performance mode. Note that when the game state is set to something other than the low-probability low-base game state (high-probability high-base game state, low-probability high-base game state, jackpot game state, etc.), the player cannot set (select) the performance mode. That is, in this embodiment, the player can set (select) the performance mode only when the game state is set to the low-probability low-base game state.

[0170] In this embodiment, there are two types of effect modes that can be set (selected) by the player, namely, the "first effect mode" and the "second effect mode". The first effect mode is an effect mode in which a special pre-reading effect described later is not performed during its setting, while the second effect mode is an effect mode in which a special pre-reading effect can be executed during its setting. Therefore, if the effect mode in the low-probability low-base game state is the first effect mode, the special pre-reading effect will not be performed, but if it is the second effect mode, there is a possibility that the special pre-reading effect will be performed. Note that the "first effect mode" is always set as the effect mode when the power of the pachinko gaming machine PY1 is turned on by operating a power switch (not shown). Therefore, after the power of the pachinko gaming machine PY1 is turned on, if the player has not set the effect mode, the effect mode of the pachinko gaming machine PY1 is the "first effect mode", and the special pre-reading effect will not be performed during the game.

[0171] 5-2. Waiting-for-player Effect The waiting-for-player effect will be described with reference to FIGS. 5 and 20. The waiting-for-player effect is an effect performed during the setting of the above-described waiting-for-player effect mode. In this embodiment, during the execution of this waiting-for-player effect, the player can customize the effect mode to the above-described "first effect mode" or "second effect mode".

[0172] Specifically, during the execution of the waiting-for-player effect shown in FIG. 5(A-1) (that is, while the waiting-for-player demo video G100 is being displayed on the display unit 50a), if the player presses the normal button 40 once, the menu screen G101 shown in FIG. 5(A-2) will be switched and displayed on the display unit 50a. Note that while the menu screen G101 is being displayed, if the player presses the normal button 40 again, the display will switch to the waiting-for-player demo video G100 shown in FIG. 5(A-1).

[0173] On the menu screen G101, "Volume Setting", "Light Quantity Setting", and "Effect Setting" shown in FIG. 5(A-2) are displayed on the display unit 50a. Each time the player presses the normal button 40, "Volume Setting", "Light Quantity Setting", or "Effect Setting" becomes selectable. When the special button 41 is pressed in the state where "Effect Setting" is selected, an effect setting screen G101X including a title image G120 showing the character string "Effect Setting (Effect Mode)", a button image G121 showing "First Effect Mode (Press the normal button)", and a button image G122 showing "Second Effect Mode (Press the special button)" as shown in FIG. 20(A) is displayed on the display unit 50a. The effect setting screen G101X is configured such that when the player presses the normal button 40, the effect mode is set to the "First Effect Mode", and when the player presses the special button 41, the effect mode is set to the "Second Effect Mode".

[0174] When the player presses the normal button 40 during the display of such an effect setting screen G101X, the effect mode is set to the "First Effect Mode", and the effect setting screen G101X disappears from the display unit 50a. Then, as shown in FIG. 20(B-1), the waiting customer demo video G100 is again displayed on the display unit 50a. At this time, in the lower left part of the display unit 50a, a first mode display image G123A showing the character string "First Effect Mode" within a rectangular frame is displayed. By the display of this first mode display image G123A, the player can grasp that the effect mode is set to the "First Effect Mode". In the present embodiment, the first mode display image G123A can be displayed on the display unit 50a even when the normal background image G102 is displayed on the display unit 50a.

[0175] On the other hand, when the player presses the special button 41 during the display of the production setting screen G101X shown in FIG. 20(A), the production mode is set to the "Second Production Mode", and the production setting screen G101X disappears from the display unit 50a. Then, as shown in FIG. 20(B-2), the waiting customer demo video G100 is again displayed on the display unit 50a. At this time, in the lower left part of the display unit 50a, a second mode display image G123B indicating the character string "Second Production Mode" within a rectangular frame is displayed. By the display of this second mode display image G123B, the player can grasp that the production mode is set to the "Second Production Mode". In the present embodiment, even when the normal background image G102 is displayed on the display unit 50a, the second mode display image G123B can be displayed on the display unit 50a.

[0176] In the present embodiment, the above-described first mode display image G123A and second mode display image G123B are also collectively referred to as a game mode display image G123.

[0177] 5-3. Special Figure Variation Production Next, the special figure variation production will be described. The special figure variation production is an electric effect that can be executed during the variable display of the special figure. In the present embodiment, when the above-described "THP001" or "THP011" is selected as the variation pattern, a special figure variation production including normal variation, reach, N-reach, SP-reach, and SPSP-reach is executed. Also, when the above-described "THP002" or "THP012" is selected as the variation pattern, a special figure variation production including normal variation, reach, N-reach, and SP-reach is executed. Also, when the above-described "THP013" is selected as the variation pattern, a special figure variation production including normal variation, reach, and N-reach is executed. Also, when the above-described "THP021" or "THP022" is selected as the variation pattern, a special figure variation production including only normal variation is executed.

[0178] In addition, in the present embodiment, during the execution of the special figure variation effect, the first frame lamp 53A and the second frame lamp 53B arranged on the front frame 23m can emit light in a predetermined light emission mode. However, the light emission mode is different depending on whether the effect mode is set to the first effect mode or the second effect mode.

[0179] When the effect mode is set to the first effect mode, while the special figure variation effect is being executed with the variable display time for each variation pattern in the variation pattern determination table shown in FIG. 14, the first frame lamp 53A and the second frame lamp 53B emit light in the first light emission mode. This first light emission mode is a light emission mode in which both the first frame lamp 53A and the second frame lamp 53B are white and periodically repeat lighting and extinguishing alternately. Specifically, when the first frame lamp 53A is extinguished, the second frame lamp 53B is also extinguished, when the first frame lamp 53A is lit in white, the second frame lamp 53B is also lit in white, when the first frame lamp 53A is extinguished, the second frame lamp 53B is also extinguished, and when the first frame lamp 53A is lit in white, the second frame lamp 53B is also lit in white, repeating this process.

[0180] On the other hand, when the effect mode is set to the second effect mode, while the special figure variation effect is being executed with the variable display time for each variation pattern in the variation pattern determination table shown in FIG. 14, only the first frame lamp 53A of the first frame lamp 53A and the second frame lamp 53B emits light in the second light emission mode. This second light emission mode is a light emission mode in which only the first frame lamp 53A is white and periodically repeats lighting and extinguishing alternately. In the second effect mode, during the execution of the special figure variation effect, only the first frame lamp 53A continues to emit light in the second light emission mode, while the second frame lamp 53B does not emit light except during the execution of a special pre-reading effect described later. That is, during the setting of the second effect mode, the second frame lamp 53B can emit light only in the special pre-reading effect that can be executed in the second effect mode.

[0181] Also, in the present embodiment, a predetermined BGM is output from the speaker 52 during the execution of the special figure variation effect. That is, the special figure variation effect is executed with the variable display time for each variation pattern in the variation pattern determination table shown in FIG. 14, and a predetermined BGM also continues to be output from the speaker 52. Specifically, the normal variation BGM is output during the normal variation of the special figure variation effect, the reach BGM is output during the reach and N-reach of the special figure variation effect, the SP-reach BGM is output during the SP-reach of the special figure variation effect, and the SPSP-reach BGM is output during the SPSP-reach of the special figure variation effect, from the speaker 52 respectively. Therefore, it is possible to determine whether the effect being executed is the normal variation of the special figure variation effect, a reach including the N-reach, an SP-reach, or an SPSP-reach, from the BGM output from the speaker 52 during the execution of the special figure variation effect.

[0182] Also, the execution time of each effect of the special figure variation effect is as follows. That is, the execution time of the normal variation of the special figure variation effect with the variation patterns "THP001", "THP002", "THP011", "THP012", "THP013" and "THP021" is 13 seconds. However, the execution time of the normal variation of the special figure variation effect with the variation pattern "THP022" is 2 seconds. Also, the execution times of the reach and N-reach of the special figure variation effect with the variation patterns "THP001", "THP002", "THP011", "THP012" and "THP013" are "3 seconds" and "4 seconds" respectively. Further, the execution time of the SP-reach of the special figure variation effect with the variation patterns "THP001", "THP002", "THP011" and "THP012" is 80 seconds, and the execution time of the SPSP-reach of the special figure variation effect with the variation patterns "THP001" and "THP011" is 20 seconds.

[0183] Therefore, the execution period (the first BGM execution period) of the normal variation BGM accompanying the normal variation of the special figure variation performance in the variation patterns "THP001", "THP002", "THP011", "THP012", "THP013" and "THP021" is 13 seconds. However, the execution period (the second BGM execution period) of the normal variation BGM accompanying the normal variation of the special figure variation performance in the variation pattern "THP022" is 2 seconds. Also, the execution period (the third BGM execution period) of the reach BGM accompanying the reach and N-reach of the special figure variation performance in the variation patterns "THP001", "THP002", "THP011", "THP012" and "THP013" is 7 seconds. Furthermore, the execution period (the fourth BGM execution period) of the SP reach BGM accompanying the SP reach of the special figure variation performance in the variation patterns "THP001", "THP002", "THP011" and "THP012" is 80 seconds, and the execution period (the fifth BGM execution period) of the SPSP reach BGM accompanying the SPSP reach of the special figure variation performance in the variation patterns "THP001" and "THP011" is 20 seconds. Thus, the normal variation BGM, reach BGM, SP reach BGM and SPSP reach BGM of this embodiment are all output from the speaker 52 for 2 seconds or more.

[0184] 5-4. Special preview performance Next, the special preview performance will be described with reference to FIGS. 21 to 25. The special preview performance is a performance that can be executed during the display of the normal background image G102 or during the display of the customer waiting demo video G100 in a low-probability low-base game state (normal game state) where the performance mode is set to the "second performance mode". After the execution of this special preview performance, an SPSP reach is always performed. Therefore, it can be said that the special preview performance of this embodiment is a performance suggesting the execution of the subsequent SPSP reach.

[0185] This special preview effect is a composite effect that combines a preview sound effect that outputs the first sound effect V1 from the speaker 52 and a preview lighting effect that causes the second frame lamp 53B to emit light in a special lighting mode. The first sound effect V1 of the preview sound effect is a sound effect consisting of the sound "Pikon" shown in FIG. 21. When the special preview effect is performed, at the start of execution of the special preview effect, the first sound effect V1 is output from both the left and right speakers 52 as the preview sound effect.

[0186] Also, the special lighting mode of the preview lighting effect is a lighting mode in which the second frame lamp 53B lights up in red. When the effect mode is set to the second effect mode, the second frame lamp 53B is normally (specifically, when the special preview effect is not being executed) in the off state as shown in FIG. 22(A). When the second frame lamp 53 in such a state starts execution of the special preview effect, it emits light in the above-mentioned special lighting mode as shown in FIG. 22(B) as the preview lighting effect.

[0187] As shown in FIG. 23, the flow of the special preview effect is such that at the start of execution of the special preview effect (time T01), the output of the first sound effect V1 from the speaker 52 as the preview sound effect is started, and the emission of light in the above-mentioned special lighting mode of the second frame lamp 53B as the preview lighting effect is also started. Note that the output of the first sound effect V1 (i.e., the execution of the preview sound effect) continues for a first execution period (the period from time T01 to time T02 shown in FIG. 23, specifically 1 second), whereas the emission of light in the special lighting mode of the second frame lamp 53B (i.e., the execution of the preview lighting effect) continues for a second execution period that is longer than the first execution period (the period from time T01 to time T03 shown in FIG. 23, specifically 3 seconds). Therefore, in the special preview effect, even after the output of the first sound effect V1 from the speaker 52 has ended (i.e., after the execution of the preview sound effect), the emission of light in the special lighting mode of the second frame lamp 53B continues as the preview lighting effect (FIG. 23). When the emission of light in the special lighting mode of the second frame lamp 53B (i.e., the execution of the preview lighting effect) ends, the execution of the special preview effect ends.

[0188] The special preliminary presentation is an effect that can be executed immediately after a game ball enters the first start port 11. In the present embodiment, when a game ball enters the first start port 11 in a low-probability and low-base game state, the content of the execution process of the special preliminary presentation is different depending on whether the special figure variation effect is being performed or not.

[0189] Specifically, when a game ball enters the first start port 11 when the special figure variation effect is not being performed in a low-probability and low-base game state (normal game state), the game control microcomputer 101 promptly performs a jackpot determination and a reach determination. Then, based on the results of these jackpot determinations and reach determinations, the game control microcomputer 101 refers to the variation pattern determination table shown in FIG. 14 to determine the variation pattern. When the game control microcomputer 101 selects the above "THP001" or "THP011" as the variation pattern, the special preliminary presentation is always performed. On the other hand, when the game control microcomputer 101 selects a pattern other than "THP001" or "THP011", such as the above "THP002", "THP012", "THP013", "THP021", or "THP022", the special preliminary presentation is not performed.

[0190] Also, when a game ball enters the first start port 11 when the special figure variation effect is being performed in a low-probability and low-base game state, the game control microcomputer 101 promptly performs a preliminary determination. Then, based on the result of the preliminary determination, the game control microcomputer 101 refers to the preliminary determination table shown in FIG. 24 (described later) to determine the preliminary pattern. When the game control microcomputer 101 selects "SHP011" or "SHP021" as the preliminary pattern, the special preliminary presentation is always performed. On the other hand, when the game control microcomputer 101 selects a pattern other than "SHP011" or "SHP021", such as "SHP012", "SHP022", or "SHP003", the special preliminary presentation is not performed.

[0191] Here, regarding the prediction patterns that can be determined by the game control microcomputer 101 in the configuration of the pachinko gaming machine PY1 of the present embodiment, further explanation will be given based on FIGS. 24 and 25. The prediction determination table shown in FIG. 24 is stored in the game storage unit 101c of the present embodiment.

[0192] The game control microcomputer 101 determines a prediction pattern based on the result of the prediction determination. Specifically, when the game state is a non-time-limit state and the result of the prediction determination accompanying the entry of a game ball into the first start port 11 is "prediction win", there are two types of prediction patterns: "SHP011" and "SHP012".

[0193] The prediction pattern "SHP011" is a prediction pattern in which the result of the jackpot determination of the first special figure thereafter becomes "jackpot win" and the variable pattern "THP001" described above is selected as the variable pattern. This variable pattern "SHP011" is also referred to as the "first jackpot prediction pattern".

[0194] The prediction pattern "SHP012" is a prediction pattern in which the result of the jackpot determination of the first special figure thereafter becomes "jackpot win" and the variable pattern "THP002" described above is selected as the variable pattern. This variable pattern "SHP012" is also referred to as the "second jackpot prediction pattern".

[0195] On the other hand, when the game state is a non-time-limit state and the result of the prediction determination accompanying the entry of a game ball into the first start port 11 is "prediction non-win (reach exists)", there are two types of prediction patterns: "SHP021" and "SHP022".

[0196] The prediction pattern "SHP021" is a prediction pattern in which the result of the jackpot determination of the first special figure thereafter is "loss", the result of the reach determination is "reach exists", and the variable pattern "THP011" described above is selected as the variable pattern. This variable pattern "SHP021" is also referred to as the "first reach loss prediction pattern".

[0197] The pre-reading pattern "SHP022" is a pre-reading pattern in which the result of the jackpot determination of the first special figure later is "loss", the result of the reach determination is "with reach", and the variable pattern "THP012" or "THP013" described above is selected as the variable pattern. This variable pattern "SHP022" is also referred to as the "second reach loss pre-reading pattern".

[0198] In addition, when the result of the pre-reading determination accompanying the entry of the game ball into the first start port 11 in the non-time-short game state is "pre-reading non-winning (no reach)", there is one type of pre-reading pattern, which is "SHP003".

[0199] This pre-reading pattern "SHP003" is a pre-reading pattern in which the result of the jackpot determination of the first special figure later is "loss", the result of the reach determination is "no reach", and the variable pattern "THP021" or "THP022" described above is selected as the variable pattern. This variable pattern "SHP003" is also referred to as the "normal loss pre-reading pattern".

[0200] FIG. 25 shows the distribution rate (execution probability) of the pre-reading patterns in the pre-reading determination table shown in FIG. 24. In this embodiment, when the result of the pre-reading determination in the non-time-short state is "pre-reading winning", the game control microcomputer 101 selects the pre-reading pattern at the distribution rate shown in FIG. 25(A). Also, when the result of the pre-reading determination in the non-time-short state is "pre-reading non-winning (with reach)", the game control microcomputer 101 selects the pre-reading pattern at the distribution rate shown in FIG. 25(B).

[0201] According to FIG. 25(A), the value of the distribution rate of the pre-reading pattern "SHP011" is "90%", which is larger than the value of the distribution rate (10%) of the pre-reading pattern "SHP012". Therefore, when a ball enters the first start port 11 during the execution of the special figure variation effect in the non-time-saving state and the player acquires the right to a jackpot determination and the result of the pre-reading determination is a pre-reading win, in most cases, the special pre-reading effect will be executed. Thus, by executing the special pre-reading effect, it is possible to make the player aware of the subsequent execution of the SPSP reach. Also, according to FIG. 25(B), the value of the distribution rate of the pre-reading pattern "SHP022" (95%) is larger than the value of the distribution rate of the pre-reading pattern "SHP021" (5%). As described above, when the special pre-reading effect is not executed with the entry of a ball into the first start port 11 in the non-time-saving state, the SPSP reach will not be executed in the subsequent special figure variation effect. Therefore, when the special pre-reading effect is executed with the entry of a ball into the first start port 11 in the non-time-saving state, it is possible to make the player aware that the SPSP reach will be definitely executed subsequently and a jackpot game may be executed.

[0202] 5-5. Relationship between the special pre-reading effect and the special figure variation effect Next, the relationship between the special pre-reading effect and the special figure variation effect will be described using the timing charts shown in FIGS. 26 and 27.

[0203] FIG. 26 shows a timing chart when the production mode is set to the second production mode and the special pre-reading production is executed during the execution of the special figure variation production associated with the variation pattern "THP001". As described above, in the special figure variation production associated with the variation pattern "THP001", normal variation (time T10 to time T11), reach (time T11 to time T12), N-reach (time T12 to time T13), SP-reach (time T13 to time T14), and SPSP-reach (time T14 to time T15) are sequentially performed. Also, for the normal variation of the special figure variation production, the normal variation BGM is played during the first BGM execution period from time T10 to time T11, the reach BGM is played during the third BGM execution period from time T11 to time T13 for the reach and N-reach, the SP-reach BGM is played during the fourth BGM execution period from time T13 to time T14 for the SP-reach, and the SPSP-reach BGM is played during the fifth BGM execution period from time T14 to time T15 for the SPSP-reach, respectively. Further, during the special figure variation production (time T10 to time T15), the first frame lamp 53A emits light in the above-described second light emission mode.

[0204] For example, when a game ball enters the first starting port 11 during the execution of the SP-reach of the special figure variation production and the special pre-reading production is performed, at time T01 (the execution start timing of the special pre-reading production shown in FIG. 23) which falls after time T13 and before time T14, the pre-reading sound production (i.e., the output of the first effect sound V1 from the speaker 52) is started, and the pre-reading light emission production (i.e., the light emission of the second frame lamp 53B in the special light emission mode) is also started. Then, in the special pre-reading production, the pre-reading sound production (the output of the first effect sound V1 from the speaker 52) ends at time T02, and the pre-reading light emission production (the light emission of the second frame lamp 53B in the special light emission mode) ends at time T03.

[0205] As described above, the first BGM execution period is 13 seconds, the third BGM execution period is 7 seconds, the fourth BGM execution period is 80 seconds, and the fifth BGM execution period is 20 seconds. In contrast, the first execution period during which the first sound effect V1 of the special pre-reading effect is output is 1 second, which is shorter than each of these BGM execution periods. Therefore, when the execution of the special pre-reading effect is started during the execution of the special figure variation effect associated with the variation pattern "THP001", even if the first sound effect V1 in the pre-reading sound effect of the special pre-reading effect overlaps and is output as part of each BGM of the special figure variation effect, it does not overlap and is output with all of each BGM. Thus, even if the pre-reading sound effect of the special pre-reading effect is performed, it is possible for the player to recognize which effect each BGM of the special figure variation effect output from the speaker 52 is.

[0206] Next, FIG. 27 shows a timing chart when the production mode is set to the second production mode and the special pre-reading production is executed during the execution of the special figure variation production associated with the variation pattern "THP022". As described above, in the special figure variation production associated with the variation pattern "THP022", only normal variation (from time T20 to time T21) is performed. Also, for the normal variation of the special figure variation production, the normal variation BGM is performed during the second BGM execution period from time T20 to time T21. In the present embodiment, as described above, among each BGM execution period, the second BGM execution period of the special figure variation production associated with the variation pattern "THP022" is the shortest.

[0207] When a game ball enters the first start port 11 during the execution of the normal variation of the special figure variation production and the special pre-reading production is performed, at time T01, which is after time T20 and before time T21, the pre-reading sound production (output of the first sound effect V1 from the speaker 52) is started, and the pre-reading light production (lighting in the special lighting mode of the second frame lamp 53B) is also started. Then, in the special pre-reading production, the pre-reading sound production (output of the first sound effect V1 from the speaker 52) ends at time T02, and the pre-reading light production (lighting in the special lighting mode of the second frame lamp 53B) ends at time T03.

[0208] As described above, while the second BGM execution period is 2 seconds, the first execution period during which the first sound effect V1 in the preview sound effect of the special preview effect is output is 1 second, which is shorter than each BGM execution period. Therefore, even when the execution of the special preview effect is started during the execution of the special figure variation effect associated with the variation pattern "THP022", even if the first sound effect V1 of the preview sound effect in the special preview effect overlaps and is output as part of the normal variation BGM of the special figure variation effect, it does not overlap and is output with all of the BGM. Thus, even when the preview sound effect of the special preview effect is executed, it is possible for the player to recognize the BGM (i.e., the normal variation BGM) of the special figure variation effect output from the speaker 52.

[0209] Also, even in the case of FIG. 26 and even in the case of FIG. 27, during the second effect mode, when a game ball enters the first start port 11 and the special preview effect is performed, the preview light emission effect (the light emission of the second frame lamp 53B in the special light emission mode) is performed independently of the light emission of the first frame lamp 53A in the second light emission mode. That is, the light emission of the second frame lamp 53B in the special light emission mode and the light emission of the first frame lamp 53A in the second light emission mode are performed independently of each other. The light emission of the first frame lamp 53A and the second frame lamp 53B in the preview light emission effect executed during the special figure variation effect is different from the linked light emission of the first frame lamp 53A and the second frame lamp 53B in the first light emission mode during the execution of the special figure variation effect in the first effect mode.

[0210] <Effects of the First Embodiment> Hereinafter, the effects of the pachinko game machine PY1 described in the first embodiment will be described.

[0211] (1) In the special pre-reading effect of the pachinko gaming machine PY1 of this embodiment, the pre-reading sound effect (output of the first effect sound V1 from the speaker 52) and the pre-reading light emission effect (light emission in a special light emission mode using the second frame lamp 53B) start simultaneously. The first execution period is shorter than the second execution period, and even after the pre-reading sound effect (output of the first effect sound V1 from the speaker 52) ends, the pre-reading light emission effect (light emission in a special light emission mode using the second frame lamp 53B) continues. Therefore, when the special pre-reading effect is executed, even after the pre-reading sound effect ends, the player can recognize that the special pre-reading effect is being executed by the pre-reading light emission effect.

[0212] (2) Also, when the special pre-reading effect is executed during the execution of the special figure variation effect, even though the first effect sound V1 of the pre-reading sound effect of the special pre-reading effect may overlap with a part of the predetermined BGM of the special figure variation effect and be output, it will not overlap with all of the predetermined BGM. Thus, it is possible for the player to recognize the predetermined BGM of the special figure variation effect output from the speaker 52.

[0213] (3) Also, since the special pre-reading effect can be executed only in the second effect mode out of the first effect mode and the second effect mode, it is possible to make the player expect the execution of the special pre-reading effect during the setting of the second effect mode.

[0214] (4) Also, since the second frame lamp 53B is arranged at the lower part of the front door 23 and below the display unit 50a, when the special pre-reading effect is executed, it is possible to make the player who drops the line of sight downward from the display unit 50a notice the execution of the special pre-reading effect, and then attract the player's attention to the SPSP reach on the display unit 50a that will be executed later. Furthermore, after the execution of the special pre-reading effect, it is possible to return the player's line of sight to the display unit 50a.

[0215] (5) Also, it is possible to make the player expect the execution of the special pre-reading effect during the setting of the second effect mode.

[0216] (6) Further, even if there is no second frame lamp 53B within the range of the player's vision, the player can be made aware of the execution of the special advance reading effect by the first effect sound V1 output from the speaker 52.

[0217] (7) Also, in the special figure variation effect during the first effect mode, the first frame lamp 53A and the second frame lamp 53B can emit light in the first light emission mode, and in the special figure variation effect during the second effect mode, the first frame lamp 53A can emit light in the second light emission mode, and the second frame lamp 53B can emit light in the special light emission mode. Therefore, it is possible to make the light emission content using the first frame lamp 53A and the second frame lamp 53B different during the execution of the special figure variation effect between the first game mode and the second game mode.

[0218] <Modification Examples of the Basic Embodiment and the First Embodiment> Hereinafter, modification examples of the pachinko game machine PY1 described in the basic embodiment and the first embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.

[0219] In the first embodiment, the second frame lamp 53B among the frame lamps 53 is used as the "light emission means", "specific effect means", and "second light emitter" according to the present invention. However, for example, among the frame lamps arranged on the front door 23 (machine frame), those other than the second frame lamp 53B may be used as the "light emission means", "specific effect means", and "second light emitter". Also, for example, lamps arranged on the game board, lamps arranged on the gimmicks provided in the game machine, lamps arranged on the operation means, etc., lamps arranged outside the machine frame of the game machine may be used as the "light emission means", "specific effect means", and "second light emitter".

[0220] Also, in the first embodiment, two second frame lamps 53B are used as the "light emission means", "specific effect means", and "second light emitter" according to the present invention. However, one lamp or three or more lamps may be used as the "light emission means", "specific effect means", and "second light emitter".

[0221] In the first embodiment, the first effect sound consisting of the sound "Pikorn" is used as the "predetermined sound" according to the present invention. However, for example, effect sounds other than the sound "Pikorn", such as the sound "Porn", the sound "Pakorn", the sound "Dorn", the sound "Biri biri", the sound "Queen", etc., may be used as the "predetermined sound". Also, for example, sounds or voices other than effect sounds, such as at least a part of a piece of music, a melody, or a character's voice, may be used as the "predetermined sound".

[0222] In the first embodiment, one effect sound is used as the "predetermined sound". However, two or more effect sounds may be used as the "predetermined sound". In such a case, for example, there are methods such as outputting two or more effect sounds from the speaker in an overlapping manner, or outputting two or more effect sounds from the speaker sequentially.

[0223] In the first embodiment, a special preview effect combining a preview sound effect (an effect of outputting the first effect sound V1 (predetermined sound) from the speaker 52) and a preview light emission effect (an effect of emitting light from the second frame lamp 53B (light emitting means, etc.) in a special light emission mode (predetermined light emission mode)) is defined as the "composite effect" according to the present invention. However, in addition to the effect of outputting the first effect sound V1 (predetermined sound) from the speaker 52 and the effect of emitting light from the second frame lamp 53B (light emitting means) in a special light emission mode (predetermined light emission mode), an effect combining another effect different from these may also be defined as the "composite effect".

[0224] In the special preview effect (composite effect) of the first embodiment, the preview sound effect (output of the first effect sound V1 (predetermined sound) from the speaker 52) and the preview light emission effect (light emission in a special light emission mode using the second frame lamp 53B (light emitting means, etc.)) are configured to start simultaneously. However, the preview sound effect (output of the first effect sound V1 (predetermined sound) from the speaker 52) may be configured to start earlier than the preview light emission effect (light emission in a special light emission mode using the second frame lamp 53B (light emitting means, etc.)).

[0225] Also, in the first embodiment, the first execution period (the execution period of the sound effect) of the anticipatory sound effect (output of the first effect sound V1 (predetermined sound) from the speaker 52) is set to "1 second", and the second execution period (the execution period of the light emission effect) of the anticipatory light emission effect (light emission in a special light emission mode using the second frame lamp 53B (light emission means, etc.)) is set to "3 seconds". However, if the first execution period is shorter than the second execution period and the anticipatory light emission effect continues to be performed even after the anticipatory sound effect ends, the first execution period may be other than "1 second", and the second execution period may be other than "3 seconds".

[0226] Also, in the first embodiment, as one of the execution conditions (execution triggers) of the special anticipatory effect (composite effect), it is set that a game ball enters the first start port 11. However, the execution trigger of the composite effect may be, for example, when a game ball wins at a general winning port 10, a second start port 12, a first big winning port 14, a second big winning port 15, etc., which are ball entry ports other than the first start port 11. Also, for example, it may be when a game ball passes through the gate 13. Also, the special anticipatory effect (composite effect) is set as an effect that can be executed when a game ball enters the first start port 11. However, when the composite effect is set as an effect that can suggest the execution of a special figure variation effect including the SPSP reach (second suggestive effect), it may be set as an effect that can be executed before the execution of the special figure variation effect, or as an effect that can be executed during the execution of the special figure variation effect and before the execution of the second suggestive effect.

[0227] Also, in the first embodiment, when a special figure variation effect including the SPSP reach (second suggestive effect) is executed, the special anticipatory effect (composite effect) is always executed. However, when a special figure variation effect including the second suggestive effect is executed, it may be configured such that the composite effect is performed sometimes and not performed other times. Such a configuration includes, for example, a configuration in which it is selected by lottery of the effect execution means that the composite effect is performed.

[0228] In the first embodiment, the BGM for normal variation, the BGM for reach, the BGM for SP reach, and the BGM for SPSP reach are defined as the "predetermined BGM" according to the present invention. However, some of the BGMs among the BGM for normal variation, the BGM for reach, the BGM for SP reach, and the BGM for SPSP reach may be defined as the "predetermined BGM". Also, a combination of the BGM for normal variation, the BGM for reach, the BGM for SP reach, and the BGM for SPSP reach with one or more new BGMs added may be defined as the "predetermined BGM". In the first embodiment, the BGM that can be output from the speaker during a part of the special figure variation performance is defined as the "predetermined BGM", but the BGM that can be output from the speaker during the entire period of the special figure variation performance may also be defined as the "predetermined BGM". Further, in the first embodiment, the configuration is such that the predetermined BGM is always output from the speaker during the execution period of the special figure variation performance, but the configuration may be such that there are times when the predetermined BGM is output from the speaker and times when it is not output during the execution period of the special figure variation performance.

[0229] In the first embodiment, the first BGM execution period, the second BGM execution period of the BGM for normal variation, the third BGM execution period of the BGM for reach, the fourth BGM execution period of the BGM for SP reach, and the fifth BGM execution period of the BGM for SPSP reach are set to "13 seconds", "2 seconds", "7 seconds", "80 seconds", and "20 seconds", respectively. However, if the first execution period (the execution period of the sound effect) of the first sound effect V1 (predetermined sound) is shorter than the execution period of the predetermined BGM, the first BGM execution period may be other than "13 seconds", the second BGM execution period may be other than "2 seconds", the third BGM execution period may be other than "7 seconds", the fourth BGM execution period may be other than "80 seconds", and the fifth BGM execution period may be other than "20 seconds".

[0230] In the first embodiment, in the first presentation mode (a mode other than the first mode and the special mode), the special pre-reading presentation (the composite presentation or the specific presentation) is not executed, and in the second presentation mode (the second mode or the special mode), the special pre-reading presentation (the composite presentation or the specific presentation) is executable. However, it may be configured such that the special pre-reading presentation (the composite presentation or the specific presentation) can be executed in the first presentation mode (a mode other than the first mode and the special mode), and also in the second presentation mode (the second mode or the special mode).

[0231] In the first embodiment, there are two types of presentation modes (modes), namely the first presentation mode (a mode other than the first mode and the special mode) and the second presentation mode (the second mode or the special mode). However, it may be configured to have three or more types of presentation modes (modes). In such a configuration, at least one type of presentation mode (mode) may be the "second mode" or "special mode" according to the present invention. That is, in such a configuration, it is only necessary that the "composite presentation" or "specific presentation" according to the present invention can be executed in at least one type of presentation mode (mode).

[0232] In the first embodiment, it is configured such that the player can select the presentation mode (mode). However, it may be configured such that the gaming machine, rather than the player, can select the presentation mode (mode).

[0233] In the first embodiment, the N-reach is defined as the "first suggestive presentation" according to the present invention. However, for example, presentations other than the N-reach, such as normal variation, reach, and SP-reach, may be defined as the "first suggestive presentation". Also, the SPSP-reach is defined as the "second suggestive presentation" according to the present invention. However, any presentation that can suggest a higher possibility of entering a jackpot gaming state (advantageous gaming state) than the first suggestive presentation may be defined as the "second suggestive presentation" instead of the SPSP-reach.

[0234] In the first embodiment, the display unit 50a is arranged approximately at the center of the front door 23 (machine frame), and the second frame lamp 53B (specific effect means) is arranged on the upper plate 34. However, if the second frame lamp 53B (specific effect means) is arranged below the lower part of the front door 23 (machine frame) and below the display unit 50a, the display unit 50a may be arranged at a position other than approximately the center of the front door 23 (machine frame), and the second frame lamp 53B (specific effect means) may be arranged at a position other than the upper plate 34.

[0235] In the first embodiment, the first frame lamp 53A of the front door 23 (machine frame) is used as the "first light emitter" according to the present invention. However, a light emitter other than the first frame lamp 53A may be used as the "first light emitter". Further, a light emitter of a gaming machine arranged outside the front door 23 (machine frame) may be used as the "first light emitter".

[0236] In the first embodiment, the second frame lamp 53B of the front door 23 (machine frame) is used as the "second light emitter" according to the present invention. However, a light emitter other than the second frame lamp 53B may be used as the "second light emitter". Further, for example, among the light emitters of a gaming machine arranged outside the front door 23 (machine frame), a light emitter different from the first light emitter may be used as the "second light emitter".

[0237] In the first embodiment, the first frame lamp 53A (first light emitter) and the second frame lamp 53B (second light emitter) both have a light emission mode in which they emit white light and periodically repeat lighting and extinguishing alternately as the first light emission mode. However, the first frame lamp 53A (first light emitter) and the second frame lamp 53B (second light emitter) may both have a light emission mode in which they emit light of a color other than white, such as blue, yellow, green, or rainbow color, as the first light emission mode. Further, a light emission mode in which both the first frame lamp 53A (first light emitter) and the second frame lamp 53B (second light emitter) are lit may be used as the first light emission mode. Also, a light emission mode in which the first frame lamp 53A (first light emitter) and the second frame lamp 53B (second light emitter) both operate in conjunction and alternately repeat lighting and extinguishing in an aperiodic (random) manner may be used as the first light emission mode.

[0238] In the first embodiment, the first frame lamp 53A (the first light emitter) has a light emission mode in which it emits white light and periodically repeats lighting and extinguishing alternately as the second light emission mode. However, the first frame lamp 53A (the first light emitter) may have a light emission mode in which it emits light in a color other than white, such as blue, yellow, green, or rainbow, as the second light emission mode. Also, the light emission mode in which the first frame lamp 53A (the first light emitter) lights up may be set as the first light emission mode. Further, the light emission mode in which the first frame lamp 53A (the first light emitter) alternately repeats lighting and extinguishing in an aperiodic (random) manner may be set as the first light emission mode.

[0239] In the first embodiment, the light emission mode in which the second frame lamp 53B (the second light emitter) emits red light is set as the special light emission mode. However, the second frame lamp 53B (the second light emitter) may have a light emission mode in which it emits light in a color other than red, such as blue, yellow, green, or rainbow, as the special light emission mode. Also, the light emission mode in which the second frame lamp 53B (the second light emitter) periodically repeats lighting and extinguishing may be set as the special light emission mode. Further, the light emission mode in which the second frame lamp 53B (the second light emitter) alternately repeats lighting and extinguishing in an aperiodic (random) manner may be set as the special light emission mode.

[0240] In the first embodiment, a special preview effect that combines a preview sound effect (an effect of outputting the first sound effect V1 from the speaker 52) and a preview light emission effect (an effect of causing the second frame lamp 53B to emit light in the special light emission mode) is defined as the "specific effect" according to the present invention. However, any effect using specific effect means may be used. For example, the second frame lamp 53B may be used as the specific effect means, and the effect using the second frame lamp 53B may be defined as the "specific effect". Also, for example, light emitters, vibrators, movable bodies, etc. other than the second frame lamp 53B may be used as the specific effect means, and the effect using such specific effect means may be defined as the "specific effect".

[0241] In the first embodiment, two speakers 52 are defined as the "speakers" according to the present invention. However, one speaker or three or more speakers may also be defined as the "speakers".

[0242] In addition, in the first embodiment, a 3D liquid crystal display is used as the display unit 50a. However, for example, a 2D liquid crystal display, a dot display, a 7-segment display, or an LED lamp may be used as the display unit.

[0243] In addition, in the first embodiment, the gaming machine is provided with one "display unit". However, for example, a gaming machine provided with a plurality of display units may also be used.

[0244] In addition, the first specific number of times and the second specific number of times in the first embodiment are both examples, and they may be other than the numerical values described above.

[0245] In addition, in the basic embodiment, the normal background image G102 is displayed in both the "low-probability low-base gaming state" and the "high-probability low-base gaming state". However, different backgrounds may be displayed in the "low-probability low-base gaming state" and the "high-probability low-base gaming state". For example, in the "high-probability low-base gaming state", a background including an image suggesting a high-probability state may be displayed.

[0246] In addition, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a in parallel with the variable display of the special figure. However, other symbols may be variably displayed on the display unit 50a in parallel with the effect symbols EZ1, EZ2, and EZ3. In this case, it is preferable that the size of the other symbols is smaller than the size of the effect symbols EZ1, EZ2, and EZ3.

[0247] In addition, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special figure. However, other symbols may be variably displayed on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, dedicated LEDs for variably displaying other symbols may be installed on the game board 1, and the dedicated LEDs may blink during the variable display of the effect symbols EZ1, EZ2, and EZ3.

[0248] In the basic embodiment, the first special figure and the second special figure are not variably displayed simultaneously, and only one of them is variably displayed. However, they may be variably displayed simultaneously.

[0249] In the basic embodiment, the progress of the game and the effect are controlled by separate control units. However, the progress of the game and the effect may be controlled by one control unit. For example, both the progress and the effect of the game may be controlled only by the main control unit 100.

[0250] In addition, the gaming machine of the present invention can also be applied to other pinball gaming machines such as an arrangement ball machine and a birdcage ball gaming machine.

[0251] <The invention disclosed in the first embodiment> Up to the previous paragraph in this [Mode for Carrying Out the Invention], the following Invention A, Invention B, and Invention C are disclosed. In the descriptions of Invention A, Invention B, and Invention C, 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 A is a general term for the following Invention A1 to A3, Invention B is a general term for the following Invention B1 to B3, and Invention C is a general term for the following Invention C1 to C3.

[0252] The gaming machine according to Invention A1 a speaker (52); a light-emitting means (second frame lamp 53B); and an effect execution means (effect control unit 120) capable of executing a predetermined effect, wherein the effect execution means is capable of executing a composite effect (special anticipation effect) combining a sound effect of outputting a predetermined sound (first effect sound V1) from the speaker and a light-emitting effect of causing the light-emitting means to emit light in a predetermined light-emitting mode. In the composite performance, the sound performance starts before the light emission performance, or the sound performance and the light emission performance start simultaneously, the execution period of the sound performance (first execution period) is shorter than the execution period of the light emission performance (second execution period), and the light emission performance continues to be performed even after the sound performance ends. The gaming machine (pachinko gaming machine PY1) is characterized by this.

[0253] According to the gaming machine with this configuration, when the composite performance is executed, the player can recognize that the composite performance is being executed by the execution of the light emission performance even after the sound performance ends.

[0254] The gaming machine according to Invention A2 is The gaming machine described in Invention A1, The performance execution means is Capable of executing a special figure variation performance accompanied by the output of a predetermined BGM (normal variation BGM, reach BGM, SP reach BGM, SPSP reach BGM) from the speaker, The composite performance may be performed during the execution of the special figure variation performance, The gaming machine is characterized in that the execution period of the sound performance is shorter than the execution period (first BGM execution period, second BGM execution period, third BGM execution period, fourth BGM execution period, fifth BGM execution period) of any of the predetermined BGMs that can be output in one execution of the special figure variation performance.

[0255] According to the gaming machine with this configuration, when the composite performance is executed during the execution of the special figure variation performance, even if the sound performance of the composite performance overlaps and is output with a part of the predetermined BGM in the special figure variation performance, it does not overlap and is output with all of the predetermined BGM. Therefore, it is possible to make the player recognize the predetermined BGM output from the speaker.

[0256] The gaming machine according to Invention A3 is The gaming machine described in Invention A1 or Invention A2, Equipped with mode setting means (performance control microcomputer 121) capable of setting one mode from a plurality of modes including a special mode (second performance mode), The performance execution means is a gaming machine characterized in that the combined performance can be executed during the special mode, while the combined performance is not executed during a mode other than the special mode (first performance mode).

[0257] According to the gaming machine with this configuration, it is possible to execute the combined performance only in the special mode among a plurality of modes, and it is possible to make the player expect the execution of the combined performance during the setting of the special mode.

[0258] The gaming machine according to Invention B1 includes a machine frame (front door 23), a display unit (50a) arranged inside the machine frame, specific performance means (second frame lamp 53B), setting means (game control microcomputer 101) for setting one game state from a plurality of game states including an advantageous game state (big win game state) advantageous to the player, and performance execution means (performance control unit 120) capable of executing a predetermined performance, The performance execution means is capable of executing a special drawing variation performance including at least one of a first suggestive performance (for example, N reach) and a second suggestive performance (for example, SPSP reach) that can suggest a higher possibility of entering the advantageous game state than the first suggestive performance on the display unit, is capable of executing a specific performance (special preview performance) using the specific performance means, The specific performance can suggest the execution of a special drawing variation performance including the second suggestive performance, The specific performance means is arranged at the lower part of the machine frame and below the display unit, and is a gaming machine (pachinko gaming machine PY1).

[0259] According to the gaming machine with this configuration, when executing the combined performance, it is possible to make the player who is looking downwards from the display unit notice the execution of the specific performance, and then attract the player's attention to the second suggestive performance on the display unit to be executed later, and it is possible to return the player's line of sight to the display unit.

[0260] The gaming machine according to Invention B2 is a gaming machine described in Invention B1, comprising mode setting means (a production control microcomputer 121) capable of setting one mode from a plurality of modes including a special mode (second production mode), wherein the production execution means is characterized in that the specific production can be executed during the special mode.

[0261] According to the gaming machine having this configuration, it is possible to make the player expect the execution of the specific production during the setting of the special mode.

[0262] The gaming machine according to Invention B3 is a gaming machine described in Invention B1 or Invention B2, wherein the specific production is a production accompanied by a sound production for outputting a predetermined sound (first effect sound V1) from a speaker (52).

[0263] According to the gaming machine having this configuration, even if there is no specific production means within the range of the player's vision, it is possible to make the player notice the execution of the specific production by the predetermined sound output from the speaker.

[0264] The gaming machine according to Invention C1 is a first light emitter (first frame lamp 53A), a second light emitter (second frame lamp 53B) different from the first light emitter, mode setting means (a production control microcomputer 121) capable of setting one mode from a plurality of modes including a first mode (first production mode) and a second mode (second production mode), and production execution means (production control unit 120) capable of executing a predetermined production, wherein the production execution means is capable of executing a first light emission production (special figure variation production in the second production mode) for emitting the first light emitter among the first light emitter and the second light emitter, Of the first light emitter and the second light emitter, a second light emission effect (special pre-reading effect in the second effect mode) for causing the second light emitter to emit light is executable. A third light emission effect (special figure variation effect in the first effect mode) for causing both the first light emitter and the second light emitter to emit light is executable. During the first mode, the third light emission effect is executable. During the second mode, the first light emission effect and the second light emission effect are each executable. The gaming machine (pachinko gaming machine PY1) is characterized in that the second light emission effect can be executed during the execution of the first light emission effect in the second mode.

[0265] According to the gaming machine having this configuration, it is possible to vary the effects using the first light emitter and the second light emitter between the first mode and the second mode.

[0266] The gaming machine according to Invention C2 is the gaming machine according to Invention C1, wherein the effect execution means is capable of executing a special figure variation effect, during the first mode, the third light emission effect can be executed during the execution of the special figure variation effect, and during the second mode, the first light emission effect can be executed during the execution of the special figure variation effect. The gaming machine is characterized by this.

[0267] According to the gaming machine having this configuration, it is possible to vary the effects using the first light emitter and the second light emitter during the execution of the special figure variation effect between the first mode and the second mode.

[0268] The gaming machine according to Invention C3 is the gaming machine according to Invention C1 or Invention C2, wherein the second light emission effect is not performed during the first mode. The gaming machine is characterized by this.

[0269] According to the gaming machine with this configuration, it is possible to execute the second light emission effect only in the second mode among a plurality of modes, and it is possible to make the player expect the execution of the second light emission effect during the setting of the second mode.

Explanation of Signs

[0270] 23…Front door (machine frame) 50a…Display unit 52…Speaker 53A…First frame lamp (first light emitter) 53B…Second frame lamp (light emission means, specific effect means, second light emitter) 100…Main control unit 101…Game control microcomputer (setting means) 120…Effect control unit (effect execution means) 121…Effect control microcomputer (mode setting means) V1…First sound effect (predetermined sound)

Claims

1. A speaker, a light-emitting means, and an effect execution means capable of executing a predetermined effect, wherein the effect execution means is capable of executing a combined effect that combines a sound effect of outputting a predetermined sound from the speaker and a light-emitting effect of causing the light-emitting means to emit light in a predetermined light-emitting mode, in the combined effect, the sound effect starts earlier than the light-emitting effect, or the sound effect and the light-emitting effect start simultaneously, the execution period of the sound effect is shorter than the execution period of the light-emitting effect, and the light-emitting effect continues to be performed even after the sound effect ends, and a gaming machine characterized by this.

2. The gaming machine according to claim 1, wherein the effect execution means is capable of executing a special figure variation effect accompanied by output of a predetermined BGM from the speaker, and there is a case where the combined effect is performed during the execution of the special figure variation effect, and the execution period of the sound effect is shorter than the execution period of any of the predetermined BGMs that can be output in one execution of the special figure variation effect, and a gaming machine characterized by this.

3. The gaming machine according to claim 1 or claim 2, comprising mode setting means capable of setting one mode from a plurality of modes including a special mode, wherein the effect execution means can execute the combined effect during the special mode, while not executing the combined effect during modes other than the special mode, and a gaming machine characterized by this.

Citation Information

Patent Citations

  • Game machine

    JP2023087970A