Game machine

The gaming machine addresses the lack of suggestion effects in existing machines by incorporating a specific effect means below the display unit, enhancing the gaming experience with special drawing variation effects.

JP2025093097APending Publication Date: 2025-06-23SANSEI R&D KK
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Patent Information

Application Number
JP2023208622
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 lack a suggestion effect using specific effect means other than the display unit, resulting in a suboptimal gaming experience.

Method used

The gaming machine incorporates a specific effect means arranged below the machine frame and display unit, capable of executing a special drawing variation effect, including a first and second suggestion effect, to enhance the gaming experience.

Benefits of technology

This configuration enhances the amusement value of the game by providing a more engaging and suggestive gaming experience through the use of specific effect means.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that contributes to increasing interest of a game through a performance.SOLUTION: A Pachinko game machine PY1 includes a machine frame 23, a display unit 50a arranged in the machine frame 23, specific performance means 53B, and setting means 101 for setting one game state from a plurality of game states including an advantageous game state advantageous to a player, can execute a special symbol variation performance including at least one of a first suggestion performance and a second suggestion performance that can suggest a higher possibility of a more advantageous game state than the first suggestion performance on a display unit 50a, and can execute a specific performance using specific performance means 53B. The specific performance can suggest the execution of the special symbol variation performance including the second suggestion performance, and the specific performance means 53B is arranged at the bottom of the machine frame 23 and below the display unit 50a.SELECTED DRAWING: Figure 17
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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 suggestion effect (foreshadowing effect) using a hold icon on a display unit 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 a suggestion effect using a specific effect means other than the display unit, and there is room for improvement in the effect.

Means for Solving the Problems

[0005] The gaming machine disclosed in this specification includes a machine frame, a display unit arranged within the machine frame, specific effect means, setting means for setting one gaming state from a plurality of gaming states including a favorable gaming state advantageous to the player, effect execution means capable of executing a predetermined effect, and the effect execution means is capable of executing a special drawing variation effect including at least one of a first suggestion effect and a second suggestion effect capable of suggesting a higher possibility of entering the favorable gaming state than the first suggestion effect on the display unit, is capable of executing a specific effect using the specific effect means, the specific effect It is possible to suggest the execution of a special figure variation effect including the second suggestion effect. The specific effect means is characterized by being arranged below the lower part of the machine frame and below the display unit.

Advantages of the Invention

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

Brief Description of the Drawings

[0007]

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[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, by indicating symbols or signs referring to information, signals, physical quantities, members, etc., the names of the information, signals, physical quantities, members, etc. corresponding to the symbols or signs may be omitted or abbreviated. Further, if there is an arbitrary flowchart described later, in that flowchart, for a plurality of processes in an arbitrary plurality of steps, the execution order can be arbitrarily changed or they can be executed in parallel within a range where there is no contradiction in the processing content.

[0009] <Basic Embodiment> Later, a first embodiment of the gaming machine of the present invention will be described. First, a basic embodiment that is the basis of the first embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left-right, up-down directions of each part of the pachinko gaming machine PY1 are the left-right, up-down directions (in a front view) for a player facing the pachinko gaming machine PY1. 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 is provided with an upper tray 34 for storing game balls and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the lower part of the front door 23 and stores the game balls supplied to the handle 72k. The handle 72k is installed at the lower right part of the front door 23. 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 is provided with a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined emission color, and a frame movable body 58k capable of operating in a predetermined operation mode. The speaker 52 is installed at the upper left and upper right parts of the front door 23 and outputs, for example, BGM (Back Ground Music), sound effects, etc. The frame lamp 53 is installed at the left and right parts of the front door 23 around the transparent plate 23t and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper part of the front door 23. Further, the frame movable body 58k is provided with a drive motor (not shown) and is configured to be movable up and down by the drive motor as shown in FIG. 1, for example. Note that the movement of the frame movable body 58k may be other than up and down movement.

[0014] Further, the front door 23 is provided with a normal button 40 operable by the player and a special button 41 operable by the player. The normal button 40 and the special button 41 are composed of, for example, a button having a pressing surface, a lever having a gripping part, etc. The normal button 40 is provided with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and capable of vibrating by the vibration motor. On the other hand, the special button 41 is provided with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and capable of vibrating by the vibration motor. Note that the normal button 40 or the special button 41 may be configured to be operable in a predetermined operation mode (for example, rotation, protrusion, etc.), or may be composed 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 where the game balls launched by the operation of the handle 72k can flow down (fall). In the game area 6, game pins (not shown) that change the 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 opening 10, a first start opening 11, a second start opening 12, a gate 13, a first big winning opening 14, and a second big winning opening 15. Each of the winning devices is equipped with a detection sensor that detects the entry or passage of the game balls.

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

[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, the pachinko gaming machine PY1 pays out a predetermined number (for example, 1) of game balls as bonus balls onto the upper tray 34. Also, when a game ball enters the second starting port 12, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination, similar to when a game ball enters the first starting port 11. Different from the first starting port 11, the second starting port 12 is equipped with 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, or 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, the pachinko gaming machine PY1 acquires the right to receive a hit determination described later. Note that even when a game ball passes through the gate 13, the pachinko gaming machine PY1 does not pay out bonus balls onto 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, the pachinko gaming machine PY1 pays out a predetermined number (for example, 15) of game balls as bonus balls onto the upper tray 34. The first large winning port 14 is equipped with a first opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the first large winning port 14 be in either a closed state (closed mouth state) where game balls cannot enter the first large winning port 14, or 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) where game balls cannot enter or an open state (opened state) where 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 starting opening 11, the second starting 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 in 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 remaining number in the special drawing 1, the remaining number in the special drawing 2, the remaining 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 of the game ball into the first start port 11 or a winning of the game ball into the second start port 12 occurs in the pachinko gaming machine PY1, 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 regarded as a jackpot win; if a minor win game is conducted, it is regarded as a minor win; and if neither a jackpot game nor a minor win game is conducted, it is regarded as a loss.

[0029] When the pachinko gaming machine PY1 determines a jackpot by a winning of a game ball in the first starting 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 the variable pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the first special figure in a mode indicating the result of the jackpot determination. As the mode of the stop display of the first special figure, there are a mode indicating a jackpot win (for example, two LEDs in the upper left part are lit), a mode indicating a minor 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 determines a jackpot by a winning of a game ball in the second starting 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 the variable pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the second special figure in a mode 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] In addition, when a game ball wins a prize in the first start port 11 during the variable display in the special drawing, the pachinko gaming machine PY1 performs a pre-reading determination described later and stores, as reserved in the special drawing 1, 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 drawing, the pachinko gaming machine PY1 performs a pre-reading determination and stores, as reserved in the special drawing 2, the right to receive the jackpot determination obtained. The pachinko gaming machine PY1 can store the reserved special drawing 1 and the reserved special drawing 2 up to a predetermined number (for example, 4 for the reserved special drawing 1 and 4 for the reserved special drawing 2). After the stop display in the special drawing, the pachinko gaming machine PY1 makes a jackpot determination for the reserved special drawing 1 and the reserved special drawing 2. When the reserved special drawing 1 and the reserved special drawing 2 are stored simultaneously, the jackpot determination for the reserved special drawing 2 may be preferentially performed, or the jackpot determination for the reserved special drawing 1 may be preferentially performed, or the jackpot determination may be performed in the order of storage.

[0032] The pre-reading determination is to pre-determine whether a jackpot game will be played (whether a jackpot win will be determined in the jackpot determination) before the jackpot determination. If a jackpot game is played, it is considered a pre-reading win, and if a jackpot game is not played, it is considered a pre-reading non-win. When multiple types of variation patterns can be determined, in the pre-reading determination, a variation pattern pre-determination 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 blinking 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 blinks; when the number of holds of Special Figure 1 is "4", only two LEDs blink. On the other hand, the number of holds of Special Figure 2 is notified, for example, by the lighting or blinking of two LEDs in the lower middle part of the display devices 8. When the 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 blinks; when the number of holds of Special Figure 2 is "4", only two LEDs blink.

[0034] Also, after the pachinko gaming machine PY1 stops displaying the First Special Figure or the Second Special Figure in a manner indicating a jackpot win, it conducts a jackpot game. The jackpot game, although details will be described later, is a game in which a round game where 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 provides 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 displaying the First Special Figure or the Second Special Figure in a manner indicating a minor win, it conducts a minor win game. The minor win game, although details will be described later, is a game in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened for a predetermined time (for example, 5 seconds). Since the minor win game provides 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 pachinko gaming machine PY1 detects that a game ball has passed through gate 13, it acquires the right to conduct a winning determination and makes the winning determination based on the acquired right. Then, the pachinko gaming machine PY1 performs variable display of the normal pattern according to the result of the winning determination.

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

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

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

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

[0041] After the normal diagram is stopped and displayed in a manner indicating a winning hit in the pachinko gaming machine PY1, an auxiliary game is played. 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). The auxiliary game gives an opportunity for a game ball to win in the second start port 12 (an opportunity for a prize ball, an opportunity to acquire the right to receive a big win determination) due to the opening of the second start port 12, so it is a game advantageous to the player.

[0042] 4. Game state Next, the game state of the pachinko gaming machine PY1 will be described with reference to Fig. 3(A). Fig. 3(A) is a diagram showing the game states that the pachinko gaming machine PY1 can take. As shown in Fig. 3(A), the pachinko gaming machine PY1 can take one or more of the four types of game states, namely, a "low probability low base game state" (also referred to as a "normal game state"), a "low probability high base game state" (also referred to as a "time-saving game state"), a "high probability low base game state" (also referred to as a "potential probability game state"), and a "high probability high base game state" (also referred to as a "probability change game state"), excluding the big win game state in which a big win game is played.

[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 condition includes that a big win game is played and the number of variable displays of the special diagram reaches a predetermined number (e.g., 200 times).

[0045] In addition, the "low-probability high-base gaming state" may be adopted even when a specific loss occurs in the jackpot determination in the "low-probability low-base gaming state". Specific losses include the loss on the specific number of times (for example, 900 times) when all jackpot determinations result in losses in advance, and the losses at a specific ratio (for example, 1 / 200) among the losses in jackpot determinations. 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 short-time 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 ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability low-base gaming state".

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

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

[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] Note that 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 a first probability (e.g., 1 / 300), and the jackpot winning probability in the high probability state is a 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, a round game of any number of times from 2 to 10 is played.

[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, a round game of any number of times from 2 to 10 is played.

[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, a round game of any number of times from 2 to 10 is played.

[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, a round game of any number of times from 2 to 10 is played.

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

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

[0059] In addition, "Big Win Game Wα" and "Big Win Game Xα" belong to the so-called electrically supported big win games in which the game state becomes the time-saving state, and "Big Win Game Yα" and "Big Win Game Zα" belong to the so-called electrically unsupported big win games in which the game state becomes the non-time-saving state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Xα" are more advantageous big win games for the player with respect to the subsequent second start port 12 (with respect to the ease of winning of the game balls into the subsequent second start port 12), and the big win game state in which either "Big Win Game Wα" or "Big Win Game Xα" is carried out can be said to be a game state that is more advantageous for the player than the big win game state in which either "Big Win Game Yα" or "Big Win Game Zα" is carried out.

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

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

[0062] 6. Small winning game Next, the small winning game performed by the pachinko 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 a small winning game is performed in the "low probability low base game state", the "low probability low base game state" continues even after the small winning game. In the small winning game, the pachinko machine PY1 opens either the first large winning opening 14 or the second large winning opening 15.

[0063] FIG. 4(B) is a time chart showing the flow of the small winning game. Here, a small winning game in which only the first large winning opening 14 is opened is illustrated. As shown in FIG. 4(B), after the stop display in the special figure, when the small winning game starts, first, a pre-opening interval (also referred to as "pre-opening IT") is set. The pre-opening IT continues until a predetermined time (for example, 2 seconds) elapses, and when the pre-opening IT ends, the first large winning opening 14 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, and the end of the post-opening IT ends one small winning game. Note that either one or both of the pre-opening IT and the post-opening IT may not be set. Also, considering the playability of the pachinko 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 minor jackpot 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 minor jackpot 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 (e.g., 0.1 second), while when the auxiliary game is performed in the time shortening state, the second start port 12 is opened for the second opening time (e.g., 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 drawing, 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 (e.g., 4) of game balls win in the second start port 12. When the opening of the second start port 12 ends, an interval after opening (also referred to as "IT after opening") is set. The IT after opening continues until a predetermined time (e.g., 2 seconds) elapses, and the end of the IT after opening ends one auxiliary game.

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

[0068] The waiting-for-customers 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 gaming state", "low-probability high-base gaming state", "high-probability low-base gaming state", and "high-probability high-base gaming state". In the waiting-for-customers presentation mode, it is suggested to the player that it is in a state of waiting for the variable display of the special figure. The pachinko machine PY1 can perform a waiting-for-customers presentation during the setting of the waiting-for-customers presentation mode. The waiting-for-customers presentation is a presentation in which a waiting-for-customers demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a as shown in FIG. 5(A-1). Also, when, for example, the normal button 40 is operated during the display of the waiting-for-customers demo video G100, the pachinko machine PY1 may display a setting screen G101 for setting the presentation of the pachinko machine PY1 on the display unit 50a as shown in FIG. 5(A-2). The pachinko machine PY1 enables the setting of the presentation of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the presentation include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a (also referred to as "light amount setting"), the frequency setting of the executed presentation (also referred to as "presentation setting"), 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 low-base gaming state" or "high-probability low-base gaming state". In the normal performance mode, it is suggested to the player that it is a non-time-saving state. The pachinko machine PY1, in the normal performance mode, as shown in FIG. 5(B-1), for example, displays the normal background image G102 representing a mountain view on the display unit 50a. Note that the background displayed in the normal performance mode is not limited to only the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.

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

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

[0072] The jackpot effect mode is an effect mode set in the jackpot gaming state. In the jackpot effect mode, it is suggested to the player that the jackpot game is in progress. When in the jackpot effect mode, the pachinko machine PY1 displays, on the display unit 50a, an opening image G107 suggesting the start of the jackpot game, a right-hit image G108 prompting "right hit", etc., as shown in Fig. 5(C-1) at the start of the jackpot game. The display of these images is referred to as the "opening effect".

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

[0074] Also, when in the jackpot effect mode, at the end of the jackpot game, the pachinko machine PY1 displays, on the display unit 50a, an ending image G111 suggesting the effect mode set after the jackpot effect mode, a total prize ball number image G112 indicating the total number of prize balls paid out, etc., as shown in Fig. 5(C-3). The display of these images is referred to as the "ending effect".

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

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

[0077] In the special figure variation effect of the pachinko gaming machine PY1, the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the background (normal background image G102, probability-variable background image G103, time-saving background image G104). Note that "↓" in the figure indicates that the effect symbols are being variably displayed. The effect symbols EZ1, EZ2, and EZ3 are each composed of, for example, numerical symbols from "1" to "9". In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special figure and stop with the stop display of the special figure. Then, the result of the jackpot determination is suggested by the mode of the stop display of the effect symbols EZ1, EZ2, and EZ3.

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

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

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

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

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

[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 the final stage of the battle is reached, if the pachinko gaming machine PY1 is to result in a big win 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 big win, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a manner suggesting a big win (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, EZ3 in a manner suggesting a reach loss. On the other hand, if the pachinko gaming machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. Note that the effect content of the SP reach can be changed as appropriate.

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

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

[0086] Here, the possibility that the performance symbols EZ1, EZ2, EZ3 stop in a mode indicating the jackpot (also referred to as "jackpot expectation") will be explained. The jackpot expectation is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot determination is a miss, and set to 100% when the result of the jackpot determination is a jackpot win, while setting the execution probability of the SP reach to 4% when the result of the jackpot determination is a miss and setting it to 100% when the result of the jackpot determination is a jackpot win, the jackpot expectation for the SP reach can be made higher than the jackpot expectation for the N reach.

[0087] Also, for example, when the execution probability of the SP reach is set to 4% when the jackpot determination result is a miss, and set to 100% when the jackpot determination result is a jackpot win, if the execution probability of the SPSP reach is set to 2% when the jackpot determination result is a miss and set to 100% when the jackpot determination result is a jackpot win, the jackpot expectancy for the SPSP reach can be made higher than the jackpot expectancy for the 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 During the storage of the Special Figure 1 reservation or the Special Figure 2 reservation, the pachinko gaming machine PY1 can display a reserved icon HA on the display unit 50a. The reserved icon HA is, for example, an icon image of "〇". Also, during the variable display of the special figure, the pachinko gaming machine PY1 can display the said icon TA on the display unit 50a. The said icon TA is, for example, the same icon image of "〇" as the reserved icon HA.

[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 gaming 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 appropriately changed.

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

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

[0092] When a game ball wins the first start port 11 while the variable display of the special figure is not being performed and the number of holds in Special Figure 1 is "0", the pachinko gaming machine PY1 displays the icon TA in the icon display area 50e as shown in FIG. 10(B). Also, for example, when two game balls win the first start port 11 during the variable display of the special figure, the pachinko gaming machine PY1 displays the hold icon HA in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, and notifies the player that the number of holds in Special Figure 1 is "2" as shown in FIG. 10(C). Further, when the pachinko gaming machine PY1 starts a new variable display of the special figure while the hold icon HA is being displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, as shown in FIG. 10(D), the hold icon HA in the first display area 50d1 of the hold icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the hold icon HA in the second display area 50d2 of the hold icon display area 50d is moved to the first display area 50d1 and displayed, 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. The movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a as shown in FIG. 11(A). The pachinko gaming machine PY1 displays the effect image G4 in a space on the display unit 50a that does not overlap with the on-board movable body 55k during the movable body performance. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to its normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case where it develops into SPSP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be changed as appropriate.

[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 any timing (e.g., during SP reach) in the special figure variation effect. Here, an operation effect using the normal button 40 is exemplified. The pachinko gaming machine PY1 generates a period during which the pressing operation of the normal button 40 is valid (referred to as the "button operation valid period") in the operation effect, and along with the 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 (i.e., the pressing operation) (here, the character image of "press"), and an operation valid period remaining time image G33 representing the remaining time of the button operation valid period. The pachinko gaming machine PY1 terminates the button operation promotion effect and performs an operation result effect as shown in FIG. 12(B) in response to the normal button 40 being pressed during the button operation valid period or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid period. FIG. 12(B) shows a case where a movable body effect in which the on-board movable body 55k operates is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.

[0098] 8-4-3. Prediction effect The pachinko gaming machine PY1 can perform a prediction effect based on a prediction determination as a preview 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, when the pachinko gaming machine PY1 memorizes Hold of Special Figure 1, based on the result of the pre-reading determination for Hold of Special Figure 1, as shown in Fig. 10(C), in the hold icon display area 50d, instead of displaying an icon image of "〇" as the hold icon HA, an icon image of "☆" is displayed. Note that the content of the pre-reading effect can be changed as appropriate.

[0100] 9. Internal Structure Next, the internal structure of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the part related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 includes a main control unit 100 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.). In addition, 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 game machine PY1. The game storage unit 101c is composed of, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory), and stores a table for selecting game contents, game data (special drawing 1 hold, special drawing 2 hold, general drawing hold, etc.) generated according to the control of the game, etc.

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

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

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

[0105] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of start port, the result of the jackpot determination, the result of the reach determination, the number of special figure holds, etc. The reach determination is to determine whether to perform the aforementioned reach effect (N-reach, SP-reach, SPSP-reach) during the variable display of the special figure. If the reach effect is to be performed, it is considered that there is a reach, and if the reach effect is not to be performed, it is considered that there is no reach. The game control microcomputer 101 can select any one of seven types of variation patterns, namely, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022" as the variation pattern. The game control microcomputer 101 performs variable display of the first special figure or the second special figure in a variable display mode (variable display time) corresponding to the selected variation pattern. Note that the type of variation pattern can be changed as appropriate.

[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 a variable display time of the special figure of 13,000 ms or 2,000 ms and an effect flow composed of only "normal variation". In this way, depending on the type of variation pattern selected by the game control microcomputer 101, the time of the special figure variation effect and the effects executed in the special figure variation effect are made different.

[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 game characteristics of the pachinko machine PY1.

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

[0109] As shown in FIG. 15, the game control microcomputer 101 selects the type of the prediction pattern based on the game state, the type of the start port, the result of the prediction determination, etc. The game control microcomputer 101 can select any one of three types of prediction patterns, namely, "SHP001" to "SHP003" as the prediction pattern. Note that the type of the prediction pattern can be changed as appropriate.

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

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

[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 type of start port, the result of jackpot determination, etc. The game control microcomputer 101 can select any one of seven types of stop symbols, namely, "Jackpot Wα symbol", "Jackpot Xα symbol", "Jackpot Yα symbol", "Jackpot Zα symbol", "Small win symbol", "Lose A symbol", and "Lose B symbol" as the type of stop symbol. The game control microcomputer 101 performs stop display for 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 shortening state occurs, and it results in a loss 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 shortening state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, small win games, and types of losses (whether to enter the time shortening state or not) 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 afterwards, 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 afterwards, 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 just a simple loss where nothing is done afterwards, 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 afterwards, the "Lose B Symbol" is sometimes referred to as the "loss time - shortening symbol". Note that the selection ratio of the stop symbols can be appropriately set in consideration of the playability of the pachinko machine PY1.

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

[0116] 9 - 3 - 1. Winning Command The winning command is 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 command, there are the first start - port command generated when the game ball wins in the first start port 11, the second start - port command generated when the game ball wins in the second start port 12, the gate command generated when the game ball passes through the gate 13, the first big - winning port command generated when the game ball wins in the first big - winning port 14, the first big - winning port command generated when the game ball wins in the second big - winning port 15, the general winning port command generated when the game ball wins in the general winning port 10, etc.

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

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

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

[0120] 9-3-5. Big win game commands Big win game commands are generated in relation to the operations of big win games. As big win game commands, there are OP commands generated by the start of OP, round commands generated by the start of each round game, ED commands generated by the start of ED, and so on.

[0121] 9-3-6. Small win game commands Small win game commands are generated in relation to the operations of small win games. As small win game commands, there are pre-opening IT commands generated by the start of pre-opening IT, post-opening IT commands generated by the start of 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 when the game state is the normal probability state, a high probability command generated when the game state is the high probability state, a non-time limit command generated when the game state is the non-time limit state, a time limit command generated when the game state is the time limit state, a big win command generated when the game state is the big win game state, and the like.

[0124] 9-4. Presentation Control Unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation modes, special figure variation presentations, held presentations, preview presentations, etc.). Further, the presentation control microcomputer 121 includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, and the like. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores a table for selecting a preview presentation or the like, presentation data generated according to the execution of a presentation, and the like.

[0125] Various presentations are mainly executed based on the presentation commands and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 refers to the table and presentation data stored in the presentation storage unit 121b and executes various presentations.

[0126] <First Embodiment> The following describes the first embodiment. Unless otherwise specified, 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 plate 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 plate 34. As shown in FIG. 17, the upper plate 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 hit 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 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 is accompanied by the opening of the first big winning port 14 for a maximum of 29.5 seconds.

[0134] "Jackpot Game 2" is a jackpot game 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", as in the above "Jackpot Game 1", four round games are performed, each accompanied by the opening of the first big winning port 14 for a maximum of 29.5 seconds.

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

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

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

[0138] Also, in this embodiment, after the execution of "Big Hit Game 1", "Big Hit Game 2", "Big Hit Game 3" and "Big Hit 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 Fig. 18).

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

[0140] On the other hand, after the execution of "Big Hit 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 figure lottery (special figure 1 lottery, special figure 2 lottery) 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 figure lottery (special figure 1 lottery, special figure 2 lottery). Therefore, "Big Hit Game 1", "Big Hit Game 3", and "Big Hit Game 4" set to the "high probability high base game state" after the big hit game can be said to be more advantageous big hit games for the player than "Big Hit Game 2" set to the "low probability high base game state" after the big hit game. That is, it can be said that the big hit game state in which "Big Hit Game 1", "Big Hit Game 3", or "Big Hit Game 4" is executed is a more advantageous game state for the player than the big hit game state in which "Big Hit 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 Hit Game 1", "Big Hit Game 2", "Big Hit Game 3", and "Big Hit Game 4", the first number of game balls (15 in this embodiment) is given as bonus balls for the entry of one game ball.

[0143] 3. Game State Next, the game state of the pachinko machine PY1 of this embodiment will be described. This pachinko 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 hit game state".

[0144] The "low-probability 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 high-base game state" is a game state that may occur after the jackpot game state and continues until a predetermined time-limit end condition is satisfied. The predetermined time-limit 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 start 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 high-base game state, it is easier for the player to make the game ball enter the second start port 12 that opens by hitting the ball to the right (the 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 (the way of hitting the game ball so that the game ball flows down to the left side of the game area 6). Therefore, in the low-probability high-base game state, it is possible for the player to play the game more advantageously by hitting the ball to the right.

[0146] The "high-probability 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 start port 12 can be opened to the right of the center in the left-right direction of the game area 6, in the high-probability high-base game state, it is easier to make the game ball enter the second start 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 high-base game state, in the high-probability high-base game state as well, it is possible for the player to play the game more advantageously by hitting the ball to the right.

[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 (the "big win game 1", the "big win game 2", the "big win game 3", and the "big win game 4") described above. In each of the various big win games, the first large winning opening 14 arranged in the lower right part of the gaming 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 gaming ball into the open first large winning opening 14 by hitting the ball to the right than by hitting it to the left. Accordingly, 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. Variation Pattern Determination Table Subsequently, regarding the variation 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 variation pattern determination table shown in FIG. 14 is stored.

[0149] The game control microcomputer 101 determines the variation 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 variation patterns in the case where the gaming state is a non-time-limited state and the result of the big win determination of the first special figure is "big win winning": the above "THP001" and "THP002".

[0150] "THP001" is a variation pattern accompanied by 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 successful mode is performed. This variation pattern "THP001" is also referred to as the "SPSP big win variation".

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

[0152] On the other hand, in the case where the game state is a non-time-limit 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 accompanied by 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 accompanied by 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 accompanied by 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-limit 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 accompanied by 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 mode (scattered state) suggesting a loss. 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-limit state and the result of the jackpot determination of the second special figure is "jackpot win", there is one type of variation pattern, namely the above-mentioned "THP001".

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

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

[0161] On the other hand, in the case where the game state is a time-limit state, the result of the jackpot determination of 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-mentioned "THP011".

[0162] In addition, in the case where the game state is a time-limit state, the result of the jackpot determination of 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-mentioned "THP021" and "THP022". Note that, different from the case where the game state is a non-time-limit state, when the number of special figure holds at the start of the variable display of the special figure is "0", the variation pattern "THP021" is selected, and when the number of special figure holds at the start of the variable display of the special figure is "1", "2", "3", or "4", the variation pattern "THP022" is selected.

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

[0164] On the other hand, in the case of the variation pattern when 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: the above "THP021" and "THP022". Note that, different from when the game state is the non-time-saving state, when the reserved number of the special figure at the start of the variable display of the special figure is "0", the variation pattern "THP021" is selected, and when the reserved number of the special figure 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 the 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 "reach exists", the game control microcomputer 101 selects the 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 the SPSP reach through the development effect. Thus, it is possible to make the player aware that when proceeding to the SPSP reach, there may be a high possibility that the "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 allocation rate value (70%) of the variation pattern "THP013" is larger than the total value (30%) of the allocation rates of the variation patterns "THP011" and "THP012". As described above, when the jackpot determination result in the first special drawing is "jackpot win" in the non-time-saving state, the development effect and the SPSP reach are not executed after the SP reach. Therefore, when the development effect is performed, it is possible to make the player aware that a jackpot game may be executed thereafter.

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

[0169] 5-1. Effect mode First, the effect 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 effect mode. That is, in that case, the player can customize the effect 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 effect mode. That is, in this embodiment, the player can set (select) the effect 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 presentation modes that can be set (selected) by the player, namely, the "first presentation mode" and the "second presentation mode". The first presentation mode is a presentation mode in which the special pre-reading presentation described later is not performed during its setting, while the second presentation mode is a presentation mode in which the special pre-reading presentation can be executed during its setting. Therefore, if the presentation mode in the low-probability low-base game state is the first presentation mode, the special pre-reading presentation will not be performed, but if it is the second presentation mode, the special pre-reading presentation may be performed. Note that the "first presentation mode" is always set as the presentation mode when the power of the pachinko gaming machine PY1 is turned on by operating the power switch (not shown). Therefore, after the power of the pachinko gaming machine PY1 is turned on, if the player has not set the presentation mode, the presentation mode of the pachinko gaming machine PY1 is the "first presentation mode", and the special pre-reading presentation will not be performed during the game.

[0171] 5-2. Customer waiting presentation The customer waiting presentation will be described with reference to FIGS. 5 and 20. The customer waiting presentation is a presentation performed during the setting of the above-described customer waiting presentation mode. In this embodiment, during the execution of this customer waiting presentation, the presentation mode by the player can be customized to the above-described "first presentation mode" or "second presentation mode".

[0172] Specifically, during the execution of the customer waiting presentation shown in FIG. 5(A-1) (that is, while the customer waiting 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 customer waiting 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 special button 41 is pressed, the effect mode is set to the "Second Effect Mode".

[0174] When the player presses the normal button 40 while the effect setting screen G101X is being displayed, 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 displaying this first mode display image G123A, the player can recognize 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 this 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 this embodiment, the above-described first mode display image G123A and second mode display image G123B are also collectively referred to as the 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 this 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 between the case where the effect mode is set to the first effect mode and the case where it is set to 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 lights up white, the second frame lamp 53B also lights up white, when the first frame lamp 53A is extinguished, the second frame lamp 53B is also extinguished, and when the first frame lamp 53A lights up white, the second frame lamp 53B also lights up white, repeating this light emission mode.

[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 the 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 executable in the second effect mode.

[0181] Also, in this 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 at the same time, the predetermined BGM 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, respectively, from the speaker 52. Therefore, it is possible to determine from the BGM output from the speaker 52 during the execution of the special figure variation effect whether the effect being executed is the normal variation of the special figure variation effect, a reach including the N-reach, the SP-reach, or the SPSP-reach.

[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 in 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 in the variation pattern "THP022" is 2 seconds. Also, the execution time of the reach and N-reach of the special figure variation effect in the variation patterns "THP001", "THP002", "THP011", "THP012" and "THP013" is "3 seconds" and "4 seconds", respectively. Furthermore, the execution time of the SP-reach of the special figure variation effect in 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 in the variation patterns "THP001" and "THP011" is 20 seconds.

[0183] Therefore, the execution period (the first BGM execution period) of the normal-variation BGM associated with 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 associated with 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 associated with 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 associated with 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 associated with 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 pre-reading performance Next, the special pre-reading performance will be described with reference to FIGS. 21 to 25. The special pre-reading 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 pre-reading performance, an SPSP reach is always performed. Therefore, it can be said that the special pre-reading performance of this embodiment is a performance that suggests the execution of the subsequent SPSP reach.

[0185] This special preview effect is a composite effect that combines a preview sound effect in which the first sound effect V1 is output from the speaker 52 and a preview lighting effect in which the second frame lamp 53B emits 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-described 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 starts, and at the same time, the lighting of the second frame lamp 53B in the above-described special lighting mode as the preview lighting effect also starts. Note that the output of the first sound effect V1 (that is, 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 lighting of the second frame lamp 53B in the special lighting mode (that is, 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 (that is, after the execution of the preview sound effect), the lighting of the second frame lamp 53B in the special lighting mode as the preview lighting effect continues (FIG. 23). When the lighting of the second frame lamp 53B in the special lighting mode (that is, 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 the game ball enters the first start port 11. In this embodiment, when the game ball enters the first start port 11 in the low-probability 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 the game ball enters the first start port 11 when the special figure variation effect is not being performed in the low-probability low-base game state (normal game state), the game control microcomputer 101 immediately performs a jackpot determination and a reach determination accordingly. Then, based on the results of those jackpot determinations and reach determinations, the game control microcomputer 101 determines the variation pattern by referring to the variation pattern determination table shown in FIG. 14. 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 something 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 the game ball enters the first start port 11 when the special figure variation effect is being performed in the low-probability low-base game state, the game control microcomputer 101 immediately performs a preliminary determination accordingly. Then, based on the result of that preliminary determination, the game control microcomputer 101 determines the preliminary pattern by referring to the preliminary determination table shown in FIG. 24, which will be described later. 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 something 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. In the game storage unit 101c of the present embodiment, a prediction determination table shown in FIG. 24 is stored.

[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 associated with 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 above-described variation pattern "THP001" is selected as the variation pattern. This variation 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 above-described variation pattern "THP002" is selected as the variation pattern. This variation 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 associated with the entry of a game ball into the first start port 11 is "prediction non-win (reach available)", 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 becomes "loss", the result of the reach determination becomes "reach available", and the above-described variation pattern "THP011" is selected as the variation pattern. This variation 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 "miss", 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 miss pre-reading pattern".

[0198] In addition, when the game state is a non-time-limit state and the result of the pre-reading determination accompanying the entry of the game ball into the first start port 11 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 "miss", 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 miss 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 the present embodiment, when the result of the pre-reading determination is "pre-reading winning" in the non-time-limit state, 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 is "pre-reading non-winning (with reach)" in the non-time-limit state, 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 allocation ratio of the pre-reading pattern "SHP011" is "90%", which is larger than the value of the allocation ratio (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 allocation ratio of the pre-reading pattern "SHP022" (95%) is larger than the value of the allocation ratio 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 Special Pre-Reading Effect and 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 effect mode is set to the second effect mode and the special pre-reading effect is executed during the execution of the special drawing variation effect associated with the variation pattern "THP001". As described above, in the special drawing variation effect 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 drawing variation effect, a normal variation BGM is played during the first BGM execution period from time T10 to time T11, a reach BGM is played during the third BGM execution period from time T11 to time T13 for reach and N-reach, an SP-reach BGM is played during the fourth BGM execution period from time T13 to time T14 for SP-reach, and an SPSP-reach BGM is played during the fifth BGM execution period from time T14 to time T15 for SPSP-reach. Further, during the special drawing variation effect (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 start port 11 during the execution of the SP-reach of the special drawing variation effect and the special pre-reading effect is performed, at time T01 (the execution start timing of the special pre-reading effect shown in FIG. 23) which is after time T13 and before time T14, the pre-reading sound effect (i.e., the output of the first sound effect V1 from the speaker 52) is started, and the pre-reading light emission effect (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 effect, the pre-reading sound effect (the output of the first sound effect V1 from the speaker 52) ends at time T02, and the pre-reading light emission effect (the light emission of the second frame lamp 53B in the special light emission mode) ends at time T03.

[0205] As described above, the execution period of the first BGM is 13 seconds, the execution period of the third BGM is 7 seconds, the execution period of the fourth BGM is 80 seconds, and the execution period of the fifth BGM 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 with a part of each BGM of the special figure variation effect and is output, it does not overlap with all of each BGM and is output. 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 the execution periods of each BGM, 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 falls after time T20 and before time T21, the pre-reading sound effect (output of the first sound effect V1 from the speaker 52) is started, and the pre-reading light emission effect (light emission in the special light emission mode of the second frame lamp 53B) is also started. Then, in the special pre-reading production, the pre-reading sound effect (output of the first sound effect V1 from the speaker 52) ends at time T02, and the pre-reading light emission effect (light emission in the special light emission 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 with a part of the normal variation BGM of the special figure variation effect and is output, it does not overlap with all of the BGM and is output. Therefore, even when the preview sound effect of the special preview effect is executed, it is possible for the player to recognize the BGM (that is, 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 interlocked 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. Also, 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, during the setting of the second effect mode, it is possible to make the player expect the execution of the special pre-reading effect.

[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 is 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, during the setting of the second effect mode, it is possible to make the player expect the execution of the special pre-reading effect.

[0216] (6) Also, 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 pre-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. 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 during the execution of the special figure variation effect different 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", or "second light emitter" according to the present invention. However, for example, lamps other than the second frame lamp 53B among the frame lamps arranged on the front door 23 (machine frame) may be used as the "light emission means", "specific effect means", or "second light emitter". Also, for example, lamps arranged on the game board, lamps arranged on gimmicks provided in the game machine, lamps arranged on operation means, etc., lamps arranged outside the machine frame of the game machine may be used as the "light emission means", "specific effect means", or "second light emitter".

[0220] Also, in the first embodiment, two second frame lamps 53B are used as the "light emission means", "specific effect means", or "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", or "second light emitter".

[0221] Also, in the first embodiment, the first effect sound consisting of the sound "Picone" is used as the "predetermined sound" according to the present invention. However, for example, effect sounds other than the sound "Picone" such as the sound "Pon", the sound "Pacon", the sound "Don", the sound "Biri Biri", the sound "Queen", etc. may be used as the "predetermined sound". Further, 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] Also, 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 of outputting two or more effect sounds from the speaker in an overlapping manner, methods of outputting two or more effect sounds from the speaker sequentially, and the like.

[0223] Also, 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 causing the second frame lamp 53B (light emission means etc.) to emit light 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 causing the second frame lamp 53B (light emission means) to emit light in a special light emission mode (predetermined light emission mode), an effect combining these with another different effect may also be defined as the "composite effect".

[0224] Also, 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 emission 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 emission means etc.)).

[0225] In the first embodiment, the first execution period (the execution period of the sound effect) of the preview sound effect (output of the first sound effect 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 preview light emission effect (light emission in a special light emission mode using the second frame lamp 53B (light emission means or the like)) is set to "3 seconds". However, if the first execution period is shorter than the second execution period and the preview light emission effect continues to be performed even after the preview 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] In the first embodiment, one of the execution conditions (execution triggers) of the special preview effect (composite effect) is 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, or the like, which is a ball entry port other than the first start port 11. Also, for example, it may be when a game ball passes through the gate 13. The special preview effect (composite effect) is an effect that can be executed when a game ball enters the first start port 11. However, when the composite effect is an effect that can suggest the execution of a special figure variation effect including the SPSP reach (second suggestion effect), it may be an effect that can be executed before the execution of the special figure variation effect, or an effect that can be executed during the execution of the special figure variation effect and before the execution of the second suggestion effect.

[0227] In the first embodiment, when a special figure variation effect including the SPSP reach (second suggestion effect) is executed, the special preview effect (composite effect) is always executed. However, when a special figure variation effect including the second suggestion effect is executed, it may be configured such that the composite effect is performed and not performed. 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] Also, in the first embodiment, the normal variation BGM, reach BGM, SP reach BGM, and SPSP reach BGM are defined as the "predetermined BGM" according to the present invention. However, a part of the normal variation BGM, reach BGM, SP reach BGM, and SPSP reach BGM may be defined as the "predetermined BGM". Also, a new one or more BGMs added to the normal variation BGM, reach BGM, SP reach BGM, and SPSP reach BGM may be defined as the "predetermined BGM". Also, 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 be defined as the "predetermined BGM". Also, although the configuration is such that the predetermined BGM is always output from the speaker during the execution period of the special figure variation performance, the configuration may be such that there are times when the predetermined BGM is output from the speaker and times when the predetermined BGM is not output from the speaker during the execution period of the special figure variation performance.

[0229] Also, in the first embodiment, the first BGM execution period, second BGM execution period of the normal variation BGM, third BGM execution period of the reach BGM, fourth BGM execution period of the SP reach BGM, and fifth BGM execution period of the SPSP reach BGM are set to "13 seconds", "2 seconds", "7 seconds", "80 seconds", and "20 seconds", respectively. However, if the first execution period (sound performance execution period) 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, a special pre-reading effect (a composite effect or a specific effect) is not executed in the first effect mode (a mode other than the first mode or the special mode), and the special pre-reading effect (the composite effect or the specific effect) can be executed in the second effect mode (the second mode or the special mode). However, it may be configured such that the special pre-reading effect (the composite effect or the specific effect) can be executed in the first effect mode (a mode other than the first mode or the special mode) and the second effect mode (the second mode or the special mode).

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

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

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

[0234] Also, 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] Also, 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". Also, a light emitter of a gaming machine arranged outside the front door 23 (machine frame) may be used as the "first light emitter".

[0236] Also, 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". Also, for example, among the light emitters of a gaming machine arranged outside the front door 23 (machine frame), those different from the first light emitter may be used as the "second light emitter".

[0237] Also, 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 alternate between lighting and extinguishing 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 in a color other than white, such as blue, yellow, green, or rainbow color, as the first light emission mode. Also, 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 second light emission mode in which it emits white light and periodically repeats lighting and extinguishing alternately. However, the first frame lamp 53A (the first light emitter) may have a second light emission mode in which it emits light in a color other than white, such as blue, yellow, green, or rainbow. Also, the light emission mode in which the first frame lamp 53A (the first light emitter) is lit may be 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 aperiodically (randomly) may be the first light emission mode.

[0239] In the first embodiment, the second frame lamp 53B (the second light emitter) has a special light emission mode in which it emits red light. However, the second frame lamp 53B (the second light emitter) may have a special light emission mode in which it emits light in a color other than red, such as blue, yellow, green, or rainbow. Also, the light emission mode in which the second frame lamp 53B (the second light emitter) periodically repeats lighting and extinguishing may be 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 aperiodically (randomly) may be 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 a 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, an effect means other than the second frame lamp 53B, such as a light emitter, a vibrator, or a movable body other than the second frame lamp 53B, may be used as the specific effect means, and the effect using the specific effect means may be defined as the "specific effect".

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

[0242] 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 the first embodiment, the gaming machine has one "display unit". However, for example, a gaming machine having a plurality of display units may be used.

[0244] Also, the first specific number of times and the second specific number of times in the first embodiment are both examples, and numbers other than those described above may be used.

[0245] 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 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 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, the first special figure and the second special figure may be variably displayed simultaneously.

[0249] In the basic embodiment, the progress of the game and the production are controlled by separate control units. However, the progress of the game and the production may be controlled by one control unit. For example, both the progress and the production 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 arrange 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 is 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) that combines a sound effect of outputting a predetermined sound (first effect sound V1) from the speaker and a light emission effect of causing the light emitting means to emit light in a predetermined light emission 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 (first execution period) of the sound performance is shorter than the execution period (second execution period) of the light emission performance, 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 according to 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 according to 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 presentation execution means is a gaming machine characterized in that it can execute the composite presentation during the special mode, while not executing the composite presentation during a mode other than the special mode (first presentation mode).

[0257] According to the gaming machine having this configuration, it is possible to execute the composite presentation only in the special mode among a plurality of modes, and it is possible to make the player expect the execution of the composite presentation 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 presentation 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 presentation execution means (presentation control unit 120) capable of executing a predetermined presentation, wherein the presentation execution means is capable of executing a special drawing variation presentation including at least one of a first suggestive presentation (for example, N reach) and a second suggestive presentation (for example, SPSP reach) that can suggest a higher possibility of entering the advantageous game state than the first suggestive presentation on the display unit, is capable of executing a specific presentation (special preview presentation) using the specific presentation means, wherein the specific presentation can suggest the execution of a special drawing variation presentation including the second suggestive presentation, and the specific presentation means is arranged below 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 having this configuration, when executing the composite presentation, it is possible to make the player notice the execution of the specific presentation while the player's line of sight is directed downward from the display unit, and then attract the player's attention to the second suggestive presentation 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 according to Invention B1, comprising mode setting means (a performance control microcomputer 121) capable of setting one mode from a plurality of modes including a special mode (a second effect mode), wherein the performance execution means is characterized in that the specific performance 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 performance during the setting of the special mode.

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

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

[0264] The gaming machine according to Invention C1 is a first light emitter (a first frame lamp 53A), a second light emitter (a second frame lamp 53B) different from the first light emitter, mode setting means (a performance control microcomputer 121) capable of setting one mode from a plurality of modes including a first mode (a first effect mode) and a second mode (a second effect mode), and performance execution means (a performance control unit 120) capable of executing a predetermined performance, wherein the performance execution means is capable of executing a first light emission performance (a special figure variation performance in the second effect mode) for emitting the first light emitter among the first light emitter and the second light emitter, Among 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 described in 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.

[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 described in Invention C1 or Invention C2, wherein the second light emission effect is not performed during the first mode.

[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 machine frame, A display unit arranged within the machine frame, Specific effect means, Setting means for setting one gaming state from a plurality of gaming states including a favorable gaming state advantageous to the player, Effect execution means capable of executing a predetermined effect, comprising: The effect execution means, Can execute a special figure variation effect including at least one of a first suggestive effect and a second suggestive effect that can suggest a higher possibility of achieving the favorable gaming state than the first suggestive effect on the display unit, Can execute a specific effect using the specific effect means, The specific effect, Can suggest the execution of a special figure variation effect including the second suggestive effect, The specific effect means is arranged at the lower part of the machine frame and below the display unit. A gaming machine characterized by this.

2. The gaming machine according to Claim 1, Comprising mode setting means capable of setting one mode from a plurality of modes including a special mode, The effect execution means, A gaming machine characterized in that the specific effect can be executed during the special mode.

3. The gaming machine according to Claim 1 or Claim 2, The specific effect is an effect accompanied by a sound effect that outputs a predetermined sound from a speaker. A gaming machine characterized by this.

Citation Information

Patent Citations

  • Game machine

    JP2023087970A