Game machine
The gaming machine enhances player engagement through a game state control mechanism with pre-announcement and post-announcement productions, offering special game states that increase the chances of winning and reward opportunities.
Patent Information
- Application Number
- JP2024003737
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-15
- Publication Date
- 2025-07-28
AI Technical Summary
Conventional gaming machines lack innovative effects to enhance player interest and engagement.
Incorporation of a game state control mechanism that allows for special game states with pre-announcement and post-announcement productions, including first and second pre-announcement productions, to suggest the possibility of entering a special game state and provide additional game advantages.
Enhances player engagement and interest by providing opportunities for higher rewards and increased chances of winning, contributing to a more enjoyable gaming experience.
Smart Images

Figure 2025110039000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko gaming machine.
Background Art
[0002] In conventional gaming machines, a determination is made based on the establishment of start conditions, and a special game (big win game) is performed based on the result of the determination. For example, a determination is made when a game ball wins (enters) the start port, and as a special game, a round game accompanied by the opening of the big win port is performed. By winning a game ball in the big win port, a large number of prize balls can be obtained. The result of the determination is shown to the player by the stop display of the symbol after the symbol is variably displayed on the symbol display means according to the stop mode of the symbol.
[0003] In addition, in gaming machines, an effect using a hold symbol indicating the right to receive a determination is performed. For example, in the gaming machine of Patent Document 1 below, a hold change effect or the like that changes the display mode of the hold symbol displayed on the liquid crystal is performed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] There is room for improvement in terms of the effect. By mounting an improved effect, an improvement in the interest of the game can be expected.
[0006] The present invention has been made in view of the above circumstances. That is, the problem to be solved is to provide a gaming machine capable of improving the interest of the game.
Means for Solving the Problems
[0007] The gaming machine disclosed in this specification includes a game state control means capable of putting the player in a special game state advantageous to the player, and a production execution means for executing a production. The production execution means can execute a pre-announcement production suggesting that there is a possibility of entering the special game state, and may execute a post-production suggesting that the pre-announcement production has been executed. The pre-announcement production includes a first pre-announcement production and a second pre-announcement production. When the first pre-announcement production is executed, the post-production may be executed. On the other hand, when the second pre-announcement production is executed, the post-production is not executed. This is the gist of the invention.
Effects of the Invention
[0008] According to the present invention, it is possible to provide a gaming machine that contributes to enhancing the interest of the game through the production.
Brief Description of the Drawings
[0009]
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MODE FOR CARRYING OUT THE INVENTION
[0010] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the drawings referred to, the same parts are denoted by the same reference numerals, and redundant descriptions regarding the same parts are omitted in principle. In this specification, for the sake of simplicity of description, the name of information, signal, physical quantity, member, etc. corresponding to a symbol or code may be omitted or abbreviated by writing the symbol or code referring to the information, signal, physical quantity, member, etc. Further, if there is an arbitrary flowchart described later, in that flowchart, the plurality of processes in an arbitrary plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where no contradiction occurs in the processing content.
[0011] <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.
[0012] 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.
[0013] 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 the game board 1 can be visually recognized from the front (the player side) through the transparent plate 23t.
[0014] In addition, the front door 23 is provided with an upper plate 34 for storing game balls and a handle 72k for launching the game balls onto the game board 1. The upper plate 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 plate 34 are launched onto the game board 1.
[0015] In addition, the front door 23 is provided with a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined emission color, and a frame movable body 58k capable of operating in a predetermined operation mode. The speakers 52 are installed at the upper left and upper right parts of the front door 23 and output, for example, BGM (Back Ground Music), sound effects, etc. The frame lamps 53 are installed at the left and right parts of the front door 23 around the transparent plate 23t and are composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper part of the front door 23. In addition, 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.
[0016] In addition, the front door 23 is provided with a normal button 40 operable by the player and a special button 41 operable by the player. The normal button 40 and the special button 41 are composed of, for example, a button having a pressing surface, a lever having a gripping 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 configured to be composed of a cross key, a touch panel, etc.
[0017] 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.
[0018] 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 port 10, a first start port 11, a second start port 12, a gate 13, a first big winning port 14, and a second big winning port 15. Each of the winning devices is equipped with a detection sensor that detects the entry or passage of the game balls.
[0019] The first start port 11 is installed at the lower part of the game area 6 so that the game balls can enter. When the game balls enter the first start port 11 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. Also, when the game balls enter the first start port 11 in the pachinko game machine PY1, the right to receive the jackpot determination described later is acquired. The first start port 11 is always configured so that the ease of entry of the game balls is constant.
[0020] 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 and an open state (opened state) where game balls are more likely to enter the second starting port 12 than in the closed state, by opening and closing the opening / closing member 12k using the opening / closing solenoid.
[0021] 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.
[0022] 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 and an open state (opened state) where game balls can enter, by opening and closing the first opening / closing door 14k using the opening / closing solenoid.
[0023] 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, the upper tray 34 pays out a predetermined number (for example, 15) of game balls as bonus balls. The second largest winning opening 15 includes an openable and closable second opening and closing door 15k and an opening and closing solenoid (not shown). The pachinko gaming machine PY1 makes the second largest winning opening 15 in 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 and closing door 15k using the opening and closing solenoid.
[0024] 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, the upper tray 34 pays out a predetermined number (for example, 5) of game balls as bonus balls.
[0025] 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.
[0026] 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 part 50a composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display part 50a and is composed of, for example, a plurality of LEDs. The movable body 55k on the board is installed in front of and above the display part 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.
[0027] 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 number of reserved balls in the special drawing 1, the number of reserved balls in the special drawing 2, the number of reserved balls in the general drawing, etc.) by means of combinations of lighting, flashing, and extinguishing of the plurality of LEDs.
[0028] 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.
[0029] 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.
[0030] 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 jackpot game is conducted, it is regarded as a minor jackpot win; and if neither a jackpot game nor a minor jackpot game is conducted, it is regarded as a loss.
[0031] When the pachinko gaming machine PY1 performs a jackpot determination upon winning of a game ball in the first start port 11, it performs a variable display of the first special figure. The variable display of the first special figure is, for example, a display in which two LEDs in the upper left part of the display devices 8 blink. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the first special figure in a manner indicating the result of the jackpot determination. As the mode of the stop display of the first special figure, there are a mode indicating a jackpot win (for example, two LEDs in the upper left part are lit), a mode indicating a minor win (for example, only one of the LEDs in the upper left part is lit), and a mode indicating a loss (for example, only the other LED in the upper left part is lit).
[0032] On the other hand, when the pachinko gaming machine PY1 performs a jackpot determination upon winning of a game ball in the second start port 12, it performs a variable display of the second special figure. The variable display of the second special figure is, for example, a display in which two LEDs in the lower left part of the display devices 8 blink. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a stop display of the second special figure in a manner indicating the result of the jackpot determination. As the mode of the stop display of the second special figure, there are a mode indicating a jackpot win (for example, two LEDs in the lower left part are lit), a mode indicating a minor win (for example, only one of the LEDs in the lower left part is lit), and a mode indicating a loss (for example, only the other LED in the lower left part is lit).
[0033] In addition, when a game ball wins a prize in the first start port 11 during the variable display in the special figure, the pachinko gaming machine PY1 performs a pre-reading determination described later and stores, as a special figure 1 reservation, the right to receive the jackpot determination obtained. On the other hand, when a game ball wins a prize in the second start port 12 during the variable display in the special figure, the pachinko gaming machine PY1 performs a pre-reading determination and stores, as a special figure 2 reservation, the right to receive the jackpot determination obtained. The pachinko gaming machine PY1 can store the special figure 1 reservation and the special figure 2 reservation up to a predetermined number (for example, 4 for the special figure 1 reservation and 4 for the special figure 2 reservation). After the stop display in the special figure, the pachinko gaming machine PY1 performs a jackpot determination on the special figure 1 reservation and the special figure 2 reservation. When the special figure 1 reservation and the special figure 2 reservation are stored simultaneously, the jackpot determination for the special figure 2 reservation may be preferentially performed, or the jackpot determination for the special figure 1 reservation may be preferentially performed, or the jackpot determination may be performed in the order of storage.
[0034] The pre-reading determination is to pre-determine whether a jackpot game will be conducted (whether a jackpot win will be determined in the jackpot determination) before the jackpot determination. If a jackpot game is conducted, it is considered a pre-reading win, and if a jackpot game is not conducted, it is considered a pre-reading non-win. When multiple types of variable patterns can be determined, in the pre-reading determination, a variable pattern pre-determination for pre-determining the variable pattern to be determined may be performed.
[0035] 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.
[0036] In addition, 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). The jackpot game gives the player an opportunity to win a game ball (an opportunity to receive bonus balls) when the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened, so it is a game advantageous to the player. Note that the jackpot game ends when all of the plurality of round games are conducted.
[0037] 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). The minor win game gives the player an opportunity to win a game ball (an opportunity to receive bonus balls) when the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened, so it is a game advantageous to the player.
[0038] 3-2. General Figure Game When a pachinko gaming machine PY1 generates the passage of a game ball through gate 13, it acquires the right to receive a winning determination and performs a winning determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the general diagram according to the result of the winning determination.
[0039] The winning determination determines whether to perform an auxiliary game. If an auxiliary game is performed, it is considered a winning selection, and if no auxiliary game is performed, it is considered a loss.
[0040] When the pachinko gaming machine PY1 makes a winning determination by the winning of a game ball through gate 13, it performs a variable display of the general diagram. The variable display of the general diagram is a display in which a plurality of LEDs in the upper right part of the display devices 8 blink. When a predetermined time has elapsed since the start of the variable display of the general diagram, the pachinko gaming machine PY1 performs a stop display of the general diagram in a manner indicating the result of the winning determination. As the mode of the stop display of the general diagram, 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).
[0041] Also, when a game ball wins through gate 13 during the variable display of the general diagram, the pachinko gaming machine PY1 stores the acquired right to receive a winning determination as a general diagram hold. The pachinko gaming machine PY1 can store up to a predetermined number (for example, 2) of general diagram holds. The pachinko gaming machine PY1 makes a winning determination for the general diagram hold after the stop display of the general diagram.
[0042] When the pachinko gaming machine PY1 stores a general diagram hold, it notifies the player of the number. The number of general diagram holds is notified by the lighting of a plurality of LEDs in the lower right part of the display devices 8. For example, when the number of general diagram holds is "1", only one LED is lit, and when the number of general diagram holds is "2", only two LEDs are lit.
[0043] After the normal pattern is stopped and displayed in a manner indicating a winning result, the pachinko gaming machine PY1 conducts an auxiliary game. Although the details of the auxiliary game will be described later, it is a game in which the second start port 12 is opened for a predetermined time (e.g., 3.5 seconds). Since the opening of the second start port 12 in the auxiliary game gives the player an opportunity to win a game ball into the second start port (an opportunity to win a prize ball, an opportunity to acquire the right to receive a jackpot determination), it is a game advantageous to the player.
[0044] 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), except for the jackpot game state in which a jackpot game is conducted, the pachinko gaming machine PY1 can take one or more of four types of game states: the "low probability low base game state" (also referred to as the "normal game state"), the "low probability high base game state" (also referred to as the "time-saving game state"), the "high probability low base game state" (also referred to as the "hidden probability game state"), and the "high probability high base game state" (also referred to as the "probability variation game state").
[0045] 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.
[0046] The "low probability high base game state" is a game state that may be taken after the jackpot game state and continues until a predetermined time-saving end condition is satisfied. The predetermined time-saving end condition includes that a jackpot game is conducted and the number of variable displays of the special pattern reaches a predetermined number (e.g., 200 times).
[0047] In addition, the "low-probability high-base game state" may be adopted even when a specific loss occurs in the jackpot determination in the "low-probability low-base game state". Specific losses include the loss on the specific number of times when all jackpot determinations in a predetermined specific number of times (for example, 900 times) result in losses, and the loss at a specific ratio (for example, 1 / 200) of the losses in the jackpot determination. The pachinko machine PY1 enters the "low-probability high-base game state" after the end of the variable display of the special symbol that has resulted in a specific loss (after the stop display of the special symbol). The "low-probability high-base game state" in this case also continues until a predetermined time reduction end condition is satisfied, similar to the case where it becomes the "low-probability high-base game state" after the jackpot game state.
[0048] The "high-probability low-base game state" is a game state that may occur after the jackpot game state and continues until a predetermined potential probability end condition is satisfied. The predetermined potential probability end conditions include that a jackpot game is conducted 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 game ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability low-base game state".
[0049] 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 conditions include that a jackpot game is conducted 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 game ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability high-base game state".
[0050] 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 regarding the big hit winning probability than the "low probability low base game state" and the "low probability high base game state".
[0051] 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".
[0052] 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.
[0053] In addition, the pachinko gaming machine PY1 can change the jackpot winning probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a DIP switch that can be switched among three levels: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1"; when 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".
[0054] 5. Jackpot Game Next, the jackpot games 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".
[0055] The "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 the "Big Win Game Wα", depending on α, the round game is carried out for any number of times from 2 to 10 times.
[0056] The "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 the "Big Win Game Xα", depending on α, the round game is carried out for any number of times from 2 to 10 times.
[0057] The "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 the "Big Win Game Yα", depending on α, the round game is carried out for any number of times from 2 to 10 times.
[0058] The "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 the "Big Win Game Zα", depending on α, the round game is carried out for any number of times from 2 to 10 times.
[0059] In addition, in "Big Hit Game Wα", "Big Hit Game Xα", "Big Hit Game Yα", and "Big Hit Game Zα", only the first big winning port 14 may be opened for all round games, or only the second big winning port 15 may be opened for all round games, or the first big winning port 14 may be opened for some round games and the second big winning port 15 may be opened for the remaining round games. Any of the round games in which the first big winning port 14 is opened and the round games in which the second big winning port 15 is opened provide the player with an opportunity to win a game ball (an opportunity to receive bonus balls), so it is a game advantageous to the player.
[0060] "Big Hit Game Wα" and "Big Hit Game Yα" belong to the so-called probability-variable big hit games in which the game state becomes a high-probability state, and "Big Hit Game Xα" and "Big Hit Game Zα" belong to the so-called normal big hit games in which the game state becomes a normal probability state. Therefore, it can be said that "Big Hit Game Wα" and "Big Hit Game Yα" are more advantageous to the player than "Big Hit Game Xα" and "Big Hit Game Zα" in terms of the subsequent big hit winning probability, and the big hit game state in which either "Big Hit Game Wα" or "Big Hit Game Yα" is played can be said to be a more advantageous game state to the player than the big hit game state in which either "Big Hit Game Xα" or "Big Hit Game Zα" is played.
[0061] In addition, "Big Hit Game Wα" and "Big Hit Game Xα" belong to the so-called electrically supported big hit games where the game state becomes a time-saving state, and "Big Hit Game Yα" and "Big Hit Game Zα" belong to the so-called electrically unsupported big hit games where the game state becomes a non-time-saving state. Therefore, it can be said that "Big Hit Game Wα" and "Big Hit Game Xα" are more advantageous big hit games for the player 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 hit game state in which either "Big Hit Game Wα" or "Big Hit Game Xα" is played can be said to be a more advantageous game state for the player than the big hit game state in which either "Big Hit Game Yα" or "Big Hit Game Zα" is played.
[0062] Here, the flow of the big hit game will be described. FIG. 4(A) is a time chart showing the flow of the big hit game. Here, a big hit game in which only the first big winning port 14 is opened is exemplified.
[0063] As shown in FIG. 4(A), after the stop display of the special figure, when the big hit game starts, first, a big hit opening (also referred to as "big hit OP") is set. The big hit OP continues until a predetermined time (for example, 10 seconds) elapses. When the big hit OP ends, the first-round round game starts. The round game continues until a predetermined time (for example, 30 seconds) elapses, or until a predetermined number (for example, 10) of game balls win in the first big winning port 14. When the first-round round game ends, a round interval (also referred to as "round IT") is set. The round IT continues until a predetermined time (for example, 2 seconds) elapses. When the round IT ends, the second-round round game starts. Then, when the final round game (for example, the tenth-round round game) ends, a big hit ending (also referred to as "big hit ED") is set. The big hit ED continues until a predetermined time (for example, 10 seconds) elapses. When the big hit ED ends, one big hit game ends. Note that either one or both of the big hit OP and the big hit ED may not be set.
[0064] 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. Unlike the big winning game, the small winning game is a game in which the game state is not changed thereafter. 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.
[0065] 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. When the pre-opening IT ends, the first large winning opening 14 opens. The opening of the first large winning opening 14 continues until a predetermined time (for example, 5 seconds) elapses or a predetermined number (for example, 10) of game balls win at the first large winning opening 14. When the opening of the first large winning opening 14 ends, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) elapses. The end of the post-opening IT ends one small winning game. Note that either one or both of the pre-opening IT and the post-opening IT may not be set. Also, considering the playability of the pachinko machine PY1, the small winning game may not be performed.
[0066] 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.
[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the stop display in the normal figure, 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.
[0068] 8. Effects Next, the effects performed by the pachinko machine PY1 will be described with reference to FIGS. 5 to 12. The pachinko machine PY1 can set different effect modes according to the game state. In each effect mode, the pachinko machine PY1 can perform the following effects using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, etc.) equipped with the pachinko machine PY1.
[0069] 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 customer presentation mode, a normal presentation mode, a high-probability variable presentation mode, a time-saving presentation mode, and a big win presentation mode as the presentation modes.
[0070] The waiting customer presentation mode is a presentation mode that may be set when the stop display of the special figure is being performed (when the variable display of the special figure is not being performed) in the "low-probability low-base game state", "low-probability high-base game state", "high-probability low-base game state", and "high-probability high-base game state". In the waiting customer presentation mode, it is suggested to the player that the machine is in a state of waiting for the variable display of the special figure. The pachinko machine PY1 can perform a waiting customer presentation during the setting of the waiting customer presentation mode. The waiting customer presentation is a presentation in which the waiting customer 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 customer demo video G100, the pachinko machine PY1 may display a setting screen G101 for setting the presentation of the pachinko machine PY1 on the display unit 50a as shown in FIG. 5(A-2). The pachinko machine PY1 enables 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 quantity setting"), the frequency setting of the executed presentation (also referred to as "presentation setting"), and the like.
[0071] 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 game state" or "high-probability low-base game state". In the normal performance mode, it is suggested to the player that it is a non-time-saving state. 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.
[0072] 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 game state". In the probability-variable performance mode, it is suggested to the player that it is a high-probability state and a time-saving state. 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.
[0073] 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 game state". In the time-saving performance mode, it is suggested to the player that it is a normal-probability state and a time-saving state. 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.
[0074] The jackpot presentation mode is a presentation mode set in the jackpot gaming state. In the jackpot presentation mode, it is suggested to the player that the jackpot game is being executed. When in the jackpot presentation mode, the pachinko machine PY1 displays, as shown in Fig. 5(C-1), an opening image G107 suggesting the start of the jackpot game, a right-hit image G108 prompting "right hit", etc. on the display unit 50a at the start of the jackpot game. The display of these images is referred to as "opening presentation".
[0075] Also, when in the jackpot presentation mode, during the round game, as shown in Fig. 5(C-2), the pachinko machine PY1 displays a round image G109 indicating the round number, etc. on the display unit 50a, and if it enters the high-probability state thereafter, it displays a promotion image G110 suggesting the entry into the high-probability state on the display unit 50a. The display of these images is referred to as "round presentation".
[0076] Also, when in the jackpot presentation mode, at the end of the jackpot game, as shown in Fig. 5(C-3), the pachinko machine PY1 displays an ending image G111 suggesting the presentation mode set after the jackpot presentation mode, a total prize ball number image G112 indicating the total number of prize balls paid out, etc. on the display unit 50a. The display of these images is referred to as "ending presentation".
[0077] In the basic embodiment, five types of presentation modes, namely the customer-waiting presentation mode, the normal presentation mode, the probability-variable presentation mode, the time-saving presentation mode, and the jackpot presentation mode, are set. However, the types of presentation modes can be appropriately changed or added.
[0078] 8-2. Special Drawing Variation Presentation 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 a big win determination. When the variable display of the special figure is started 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.
[0079] In the special figure variation effect on the pachinko gaming machine PY1, the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the background (normal background image G102, probability change background image G103, time reduction 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 composed of, for example, numerical symbols from "1" to "9" respectively. In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 vary with the start of the variable display of the special figure and stop with the stop display of the special figure. Then, the result of the big win determination is suggested by the mode of the stop display of the effect symbols EZ1, EZ2, and EZ3.
[0080] 8-2-1. Normal Variation In the special figure variation effect on the pachinko gaming machine PY1, it is first possible to 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.
[0081] 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). And 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 are stopped in different manners, and then, as shown in FIG. 6(D), the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a loss (so-called scattered pattern). The manner suggesting a loss is a pattern in which the left and right effect symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, when the pachinko gaming machine PY1 causes a reach after normal variation, as shown in FIG. 6(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 are stopped and displayed in the same manner (so-called reach pattern) to establish a reach. Note that the stop order of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0082] 8-2-2.N Reach After the establishment of a reach, the pachinko gaming machine PY1 can perform an N reach. The N reach is, for example, a reach effect in which the variation speed of the middle effect symbol EZ2 gradually decreases, and functions as an effect suggesting that a big win game may be played.
[0083] In the N reach, the pachinko gaming machine PY1 gradually decreases the variation speed of the middle effect symbol EZ2 as shown in FIG. 7(A). And when the pachinko gaming machine PY1 results in a loss in the N reach, as shown in FIG. 7(B), the middle effect symbol EZ2 is stopped, and the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a reach loss (so-called reach loss pattern). The manner suggesting a reach loss is a pattern in which the left and right effect symbols are the same and the middle symbol is different from the left and right effect symbols, such as "7·6·7" or "5·3·5". On the other hand, when the pachinko gaming machine PY1 develops into an SP reach after the N reach, the middle effect symbol EZ2 is not stopped. Note that the effect content of the N reach can be changed as appropriate.
[0084] 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 an enemy character is displayed, and functions as an effect suggesting a high possibility of a big win game being played.
[0085] 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, also a character image such as "Defeat Enemy A!". Thereafter, as shown in FIG. 8(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the protagonist character and the enemy character battling on the display unit 50a. When approaching the final stage of the battle, if the pachinko gaming machine PY1 determines a big win in the SP reach, as shown in FIG. 8(C-1), it displays the protagonist character celebrating victory in the battle so as to suggest a big win, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a mode suggesting a big win (so-called double zeros). Also, if the pachinko gaming machine PY1 determines a loss in the SP reach, as shown in FIG. 8(C-2), it displays the enemy character celebrating victory in the battle so as to suggest a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a mode suggesting a reach loss. On the other hand, if the pachinko gaming machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. Note that the effect content of the SP reach can be changed as appropriate.
[0086] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after the SP reach. The SPSP reach is, for example, a reach 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.
[0087] In the Pachinko gaming machine PY1, during the SPSP reach, as shown in FIG. 9(A), an SPSP title image G2 indicating the start of the SPSP reach is displayed on the display unit 50a. The SPSP title image G2 is, for example, a character image of "Defeat enemy B!". Thereafter, as shown in FIG. 9(B), the Pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and a powerful enemy character image G202 representing the powerful enemy character on the display unit 50a, and displays a video of the protagonist character and the powerful enemy character battling on the display unit 50a. When approaching the final stage of the battle, if the Pachinko gaming machine PY1 hits a jackpot during the SPSP reach, as shown in FIG. 9(C-1), it displays the protagonist character being happy about winning the battle so as to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting a jackpot (so-called double-zero). On the other hand, if the Pachinko gaming machine PY1 misses during the SPSP reach, as shown in FIG. 9(C-2), it displays the powerful enemy character being happy about winning the battle so as to suggest a miss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a mode suggesting a reach miss. Note that the content of the SPSP reach effect can be changed as appropriate.
[0088] Here, the possibility that the effect symbols EZ1, EZ2, EZ3 stop in a mode indicating a 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 100% when the result of the jackpot determination is a jackpot win, while setting the execution probability of the SP reach to 4% when the result of the jackpot determination is a miss and 100% when the result of the jackpot determination is a jackpot win, the jackpot expectation for the SP reach can be made higher than the jackpot expectation for the N reach.
[0089] For example, if the execution probability of SP reach is set to 4% when the jackpot determination result is a loss and 100% when the jackpot determination result is a jackpot win, and the execution probability of SPSP reach is set to 2% when the jackpot determination result is a loss and 100% when the jackpot determination result is a jackpot win, the jackpot expectation for SPSP reach can be made higher than that for SP reach. Thus, by presetting the execution probability according to the result of the jackpot determination for an executable effect, the jackpot expectation for that effect can be determined.
[0090] 8-3. Reserved Icon and the Said Icon During the storage of the retention of Special Figure 1 or Special Figure 2, 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.
[0091] A reserved icon display area 50d is installed at the lower part of the display unit 50a. As shown in Fig. 10(A), the reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko gaming machine PY1 displays the reserved icon HA in each display area 50d1, 50d2, 50d3, 50d4 according to the number of retentions of Special Figure 1 or the number of retentions of Special Figure 2. For example, when the number of retentions of Special Figure 1 is "1", the reserved icon HA is displayed in the first display area 50d1, and when the number of retentions of Special Figure 1 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 retentions of Special Figure 1 and the number of retentions of Special Figure 2 may be displayed in the reserved icon display area 50d, or only one of the number of retentions of Special Figure 1 and the number of retentions of Special Figure 2 may be displayed. Also, the number of display areas constituting the reserved icon display area 50d can be changed as appropriate.
[0092] Also, in the lower part of the display unit 50a and in the vicinity of the held icon display area 50d, the icon display area 50e is provided. As shown in Fig. 10(A), the icon display area 50e is composed of the icon display area 50e which consists of one display area. When the pachinko gaming machine PY1 starts the variable display of the special figure, the icon TA which is the same as or different from the held icon HA is displayed in the icon display area 50e. In consideration of the gaming property of the pachinko gaming machine PY1, the icon TA may not be displayed.
[0093] 8-3-1. Held Performance The pachinko gaming machine PY1 can perform a held performance in response to a game ball winning the first start port 11 or the second start port 12. The held performance is, for example, a performance in which the held icon HA is displayed in the held icon display area 50d, and functions as a performance for notifying the player of the number of holds in special figure 1 or special figure 2.
[0094] 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 held icon HA in the first display area 50d1 and the second display area 50d2 of the held 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 a new variable display of the special figure is started while the held icon HA is being displayed in the first display area 50d1 and the second display area 50d2 of the held icon display area 50d, the pachinko gaming machine PY1 moves the held icon HA in the first display area 50d1 of the held icon display area 50d to the icon display area 50e and displays it as the icon TA, and moves the held icon HA in the second display area 50d2 of the held icon display area 50d to the first display area 50d1 and displays it, and notifies the player that the number of holds in special figure 1 is "1" as shown in Fig. 10(D).
[0095] 8-4. Advance Notice Performance The pachinko gaming machine PY1 can perform an advance notice performance at any timing in the special figure variation performance. The advance notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the panel lamp 54, the on-board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance suggesting the possibility of a big win game being played.
[0096] 8-4-1. Movable Body Performance The pachinko gaming machine PY1 can perform a movable body performance using the on-board movable body 55k or the frame movable body 58k as an advance notice performance. The movable body performance is, for example, a performance in which the on-board movable body 55k or the frame movable body 58k operates.
[0097] The pachinko gaming machine PY1 performs a movable body performance at any timing (for example, the timing of developing from N reach to SP reach) in the special figure variation performance. Here, a movable body performance using the on-board movable body 55k is exemplified. As shown in FIG. 11(A), the movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a. In the movable body performance, the pachinko gaming machine PY1 displays the effect image G4 in a space that does not overlap with the on-board movable body 55k of the display unit 50a. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to the normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case of developing to SPSP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be changed as appropriate.
[0098] 8-4-2. Operation Performance The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as an advance notice performance. The operation performance is, for example, a performance in which the player operates the normal button 40 or the special button 41.
[0099] The pachinko gaming machine PY1 performs an operation effect at an arbitrary timing (e.g., during SP reach) in the special figure variation effect. Here, an operation effect using the normal button 40 is exemplified. In the operation effect, the pachinko gaming machine PY1 generates a period during which the pressing operation of the normal button 40 is effective (referred to as the "button operation effective period"), and along with the occurrence of this button operation effective period, as shown in FIG. 12(A), an effect to prompt the operation of the normal button 40 (referred to as the "button operation promotion effect") is performed. 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 "push"), and an operation effective period remaining time image G33 representing the remaining time of the button operation effective period. When the normal button 40 is pressed during the button operation effective period, or after the button operation effective period has elapsed without the normal button 40 being operated during the button operation effective period, as shown in FIG. 12(B), the pachinko gaming machine PY1 terminates the button operation promotion effect and performs an operation result effect. FIG. 12(B) shows a case where a movable body effect in which the on-board movable body 55k operates is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.
[0100] 8-4-3. Anticipation Effect The pachinko gaming machine PY1 can perform an anticipation effect based on an anticipation determination as a preview effect. The anticipation effect is, for example, an effect in which the hold icon HA changes, and functions as an effect to suggest in advance the result of the jackpot determination.
[0101] The pachinko gaming machine PY1 performs a pre-reading effect according to storing 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 stores 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.
[0102] 9. Internal Structure Next, the internal structure of the pachinko gaming machine PY1 will be described with reference to FIGS. 13 to 16. FIG. 13 is a block diagram of a part related to the control of the pachinko gaming machine PY1. As shown in FIG. 13, the pachinko gaming machine PY1 includes a main control unit 100 that controls the game and an effect control unit 120 that executes effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes effects according to the instructions of the main control unit 100.
[0103] 9-1. Main Control Unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 is configured to include, for example, a CPU (Central Processing Unit), and mainly controls various games (special drawing games, general drawing games, game states, prize ball payouts, etc.). Further, the game control microcomputer 101 includes a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a inputs winning information of game balls from winning devices (first start port 11, second start port 12, gate 13, first big winning port 14, second big winning port 15, general winning port 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, and the like. The game output unit 101b outputs production data and production commands 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, and the like.
[0104] Various games are mainly controlled based on the winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using the tables and game data stored in the game storage unit 101c.
[0105] 9-2. Table When controlling the game, the game control microcomputer 101 can make various selections. When making a selection, the table stored in the game storage unit 101c is referred to. The following tables are stored in the game storage unit 101c.
[0106] 9-2-1. Variation Pattern Judgment Table The game memory unit 101c stores a variation pattern determination table 103a1 shown in FIG. 14. The variation pattern determination table 103a1 is a table referred to when selecting the type of variation pattern. When performing variable display of the first special figure or the second special figure based on the result of the jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of start port, the result of 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 above-described 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.
[0108] Here, the roles of each variation pattern will be described. As described above, during the variable display of the special figure, a special figure variation effect is performed. In the special figure variation effect, an effect flow composed of one or more effects is executed, and each variation pattern is associated with the variable display time of the special figure and the effect flow executed in the special figure variation effect. For example, as shown in FIG. 14, "THP001" and "THP011" are associated with a variable display time of the special figure of 120,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a variable display time of the special figure of 100,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a variable display time of the special figure of 20,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with 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.
[0109] "THP001" is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SPSP reach", "THP001" is called "SPSP jackpot variation". Also, "THP002" is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SP reach", "THP002" is called "SP jackpot variation". Also, "THP011" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SPSP reach", "THP011" is called "SPSP loss variation". Also, "THP012" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SP reach", "THP012" is called "SP loss variation". Also, "THP013" is selected when the jackpot determination result is a loss. Since the end of the production flow is "N reach", "THP013" is called "N loss variation". Also, "THP021" and "THP022" are selected when the jackpot determination result is a loss. Since the end of the production flow is "normal variation", "THP021" and "THP022" are called "normal loss variation". Regarding the selection ratio of the variation patterns, it can be set appropriately in consideration of the game characteristics of the pachinko machine PY1.
[0110] 9-2-2. Prediction Judgment Table The game memory unit 101c stores the prediction judgment table 103b1 shown in FIG. 15. The prediction judgment table 103b1 is a table referred to when selecting the type of prediction pattern. When the game control microcomputer 101 acquires the right to receive the jackpot determination, it refers to the prediction judgment table 103b1 and selects the type of prediction pattern. The figure shown in FIG. 15 is the prediction judgment table 103b1.
[0111] As shown in FIG. 15, the game control microcomputer 101 selects the type of the anticipation pattern based on the game state, the type of the start port, the result of the anticipation determination, and the like. The game control microcomputer 101 can select any one of three types of anticipation patterns, namely, "SHP001" to "SHP003", as the anticipation pattern. Note that the type of the anticipation pattern can be changed as appropriate.
[0112] Since "SHP001" is selected when the result of the anticipation determination is an anticipation win, "SHP001" is referred to as the "big win anticipation pattern". Further, since "SHP002" is selected when the result of the anticipation determination is an anticipation loss 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 anticipation pattern". Further, since "SHP003" is selected when the result of the anticipation determination is an anticipation loss 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 anticipation pattern".
[0113] 9-2-3. Symbol Determination Table In the game storage unit 101c, a symbol determination table 103c1 shown in FIG. 16 is stored. The symbol determination table 103c1 is a table referred to when selecting the types of the stop symbols of the first special symbol and the second special symbol. When a big win determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 and selects the types of the stop symbols of the first special symbol and the second special symbol. The figure shown in FIG. 16 is the symbol determination table 103c1.
[0114] As shown in FIG. 16, the game control microcomputer 101 selects the types of stop symbols for the first special figure and the second special figure based on the types of start ports, the results of jackpot determinations, 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", "minor win symbol", "losing symbol A", and "losing symbol B", 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.
[0115] Here, the roles of each stop symbol will be described. As described above, after the stop display of the special figure, there are cases where a jackpot game is conducted, a minor win game is conducted, a time-saving state is entered, 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 minor 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 minor 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 "minor win symbol" is associated with the minor win game, the "losing symbol A" is associated with a simple loss where nothing is done, and the "losing symbol B" is associated with the time-saving state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, minor win games, and losses (whether to enter the time-saving state) to be executed are made different.
[0116] Since the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are selected when a big hit game that will enter a high-probability state is to be played later, the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are sometimes referred to as "probability-variable symbols". Also, since the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are determined when a big hit game that will enter a normal-probability state is to be played later, the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are sometimes referred to as "normal symbols". Further, since the "Lose A Symbol" is determined when there is simply a loss with no further action taken later, the "Lose A Symbol" is sometimes referred to as a "normal loss symbol". Also, since the "Lose B Symbol" is determined when there is a specific loss that leads to a time-saving state later, the "Lose B Symbol" is sometimes referred to as a "time-saving loss symbol". Regarding the selection ratio of the stop symbols, it is possible to set them appropriately in consideration of the playability of the pachinko machine PY1.
[0117] 9-3. Commands The game control microcomputer 101 can output the effect commands generated according to the control of the game to the effect control unit 120 via the game output unit 101b. The game control microcomputer 101 can generate the following commands.
[0118] 9-3-1. Winning Commands Winning commands are generated in relation to the winning of the game balls in various winning devices (the first start port 11, the second start port 12, the gate 13, the first big winning port 14, the second big winning port 15, the general winning port 10, etc.). As winning commands, 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.
[0119] 9-3-2. Special Figure Commands 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 the like.
[0120] 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 the like.
[0121] 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 the like.
[0122] 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 the like.
[0123] 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 the like.
[0124] 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.
[0125] 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, etc.
[0126] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation mode, special figure variation presentation, held presentation, notice presentation, etc.). Further, the presentation control microcomputer 121 includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs a presentation command output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores a processing program for processing performed by the CPU in various presentations, a table for selecting a notice presentation, etc., presentation data generated in response to the execution of the presentation, etc.
[0127] Various presentations are mainly executed based on the presentation command and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing program, table, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.
[0128] <First Embodiment> The first embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the above-described basic embodiment is also applicable to the first embodiment.
[0129] First, the variable display variation patterns of the second special figure that can be determined by the game control microcomputer 101 will be described. As shown in FIG. 17, a variation pattern A determination table 103a2 is stored in the game storage unit 101c of the game control microcomputer 101.
[0130] The game control microcomputer 101 can select the variable display variation pattern of the second special figure using the variation pattern A determination table 103a2. The variation pattern A determination table 103a2 is a table used when the high probability state and the time shortening state are set as the game states.
[0131] FIG. 18 is a diagram showing the content of the variation pattern A determination table 103a2. When using the variation pattern A determination table 103a2, the game control microcomputer 101 selects the type of variation pattern based on the result of the jackpot determination. As shown in FIG. 18, there are two types of variation patterns, "THP003A" and "THP023A". The game control microcomputer 101 selects the variation pattern at the selection ratio shown in FIG. 18.
[0132] Specifically, when the result of the jackpot determination is "jackpot win", regardless of the result of the reach determination and the number of special figure reservations, one type of variation pattern, "THP003", is selected. The variable display time of the special figure when "THP003A" is selected is 1000 ms, and "THP003A" is called "instant jackpot variation".
[0133] Also, when the result of the jackpot determination is "loss", regardless of the result of the reach determination and the number of special figure reservations, one type of variation pattern, "THP023A", is selected. The variable display time of the special figure when "THP023A" is selected is 1000 ms, and "THP023A" is called "instant loss variation".
[0134] In the first embodiment, the variation pattern A determination table 103a2 shown in FIG. 18 is used, but the variation pattern A determination table 103a2 and the variation pattern determination table 103a1 shown in FIG. 14 may be used in combination.
[0135] Next, the prediction pattern that can be determined by the game control microcomputer 101 will be described. As shown in FIG. 17, a prediction A determination table 103b2 is stored in the game storage unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select a prediction pattern using the prediction A determination table 103b2.
[0136] FIG. 19 is a diagram showing the content of the prediction A determination table 103b2. Regardless of the current game state and the type of start port, the game control microcomputer 101 selects the type of prediction pattern based on the prediction determination result (including the variation pattern pre-determination result). As shown in FIG. 19, there are five types of prediction patterns: "SHP001A1", "SHP001A2", "SHP002A", "SHP003A", and "SHP004A".
[0137] Specifically, when the result of the prediction determination is "prediction win", if the result of the variation pattern pre-determination is "THP001A" or "THP002A", the prediction pattern "SHP001A1" is selected, and if it is "THP003A", the prediction pattern "SHP001A2" is selected. Note that "SHP001A1" is referred to as the "SPSP / SP big win prediction pattern", and "SHP001A2" is referred to as the "immediate big win prediction pattern".
[0138] Also, when the result of the pre-reading determination is "non-selection of pre-reading", if the result of the variable pattern pre-determination is "THP011A", "THP012A", or "THP013A", the pre-reading pattern of "SHP002A" is selected; if it is "THP021A" or "THP022A", the pre-reading pattern of "SHP003A" is selected; if it is "THP023A", the pre-reading pattern of "SHP004A" is selected. Note that "SHP002A" is referred to as the "reach miss pre-reading pattern", "SHP003A" is referred to as the "normal miss pre-reading pattern", and "SHP004A" is referred to as the "instant miss pre-reading pattern".
[0139] In the first embodiment, the pre-reading A determination table 103b2 shown in FIG. 19 is used, but the pre-reading A determination table 103b2 and the pre-reading determination table 103b1 shown in FIG. 15 may also be used in combination.
[0140] Next, with reference to FIGS. 20 to 21, the effect modes that can be set by the effect control microcomputer 121 will be described. In addition to the "normal effect mode" and the "time-saving effect mode", the effect control microcomputer 121 can set the following effect modes.
[0141] M-A. Notification effect mode The "notification effect mode" is an effect mode that can be set in the "high-probability high-base game state", and is an effect mode in which the "notification effect" described later may be performed.
[0142] M-B. Non-notification effect mode The "non-notification effect mode" is an effect mode that can be set in the "high-probability high-base game state", and is an effect mode in which the "notification effect" described later is not performed.
[0143] M-C. Jackpot effect mode The "jackpot effect mode" is an effect mode set in the jackpot game state, and is an effect mode in which the "mode selection effect" and the "collation effect" described later are performed.
[0144] FIG. 20 is a diagram showing an example of a transition of a presentation mode. As shown in FIG. 20, the "normal presentation mode" is set in the initial state, and when the time-saving end condition (for example, variable display of 100 special figures) is satisfied in the "time-saving presentation mode", the mode transitions from the "time-saving presentation mode". The "time-saving presentation mode" transitions from the "big win presentation mode" when the "big win game Xα" ends in the "big win presentation mode". The "notification presentation mode" and the "non-notification presentation mode" transition from the "big win presentation mode" when the "big win game Wα" ends. The "big win presentation mode" transitions from any of the "normal presentation mode", the "time-saving presentation mode", the "notification presentation mode", and the "non-notification presentation mode" when a big win is won.
[0145] Also, in the "big win presentation mode" in which the "big win game Wα" is performed, a "mode selection presentation" is performed, and from this "big win presentation mode", depending on the selection result in the "mode selection presentation", the mode transitions to either the "notification presentation mode" or the "non-notification presentation mode".
[0146] FIGS. 21(A) to 21(C) are diagrams showing how the "mode selection presentation" is performed. The "mode selection presentation" is a presentation performed in the "big win presentation mode" in which the "big win game Wα" is performed, and functions as a presentation for the player to select a presentation mode. The "mode selection presentation" is performed in the "ending presentation" after the "big win game Wα" ends.
[0147] When the "ending presentation" starts, as shown in FIG. 21(A), an ending image G111 (here, a character image of "entering the probability-variable presentation mode") suggesting that the presentation mode becomes the "high-probability high-base game state" is displayed on the display unit 50a. Then, when a predetermined time (for example, 3 seconds) has elapsed since the start of the "ending presentation", the "mode selection presentation" is performed.
[0148] In the "mode selection effect", as shown in FIG. 21(B), a notification performance mode image G600 suggesting the setting of the "notification performance mode", a non-notification performance mode image G601 suggesting the setting of the "non-notification performance mode", and a finger image G602 are displayed on the display unit 50a. The finger image G602 is displayed at a position pointing to the notification performance mode image G600 at the start of the display.
[0149] Then, when the player operates the normal button 40 while the finger image G602 is pointing to the notification performance mode image G600, as shown in FIG. 21(C), the finger image G602 pointing to the notification performance mode image G600 moves to a position pointing to the non-notification performance mode image G601. The finger image G602 changes the pointing position in the order of notification performance mode image G600 → non-notification performance mode image G601 → notification performance mode image G600 → ··· each time the player operates the normal button 40 until the "ending effect" ends.
[0150] Then, when the "ending effect" ends, if the finger image G602 is displayed at a position pointing to the notification performance mode image G600, the "notification performance mode" is set in the subsequent "high-probability high-base game state", while if the finger image G602 is displayed at a position pointing to the non-notification performance mode image G601, the "non-notification performance mode" is set in the subsequent "high-probability high-base game state". The notification performance mode image G600, the non-notification performance mode image G601, and the finger image G602 are erased when the "ending effect" ends.
[0151] FIG. 22 is a diagram showing how the "collation effect" is performed. The "collation effect" is an effect that is performed only when the "notification effect" is performed in the special figure variation effect during the setting of the "notification performance mode", and functions as an effect suggesting that the "notification effect" has been performed. The "collation effect" is performed in the "opening effect" of the "big win effect mode".
[0152] When the "opening effect" starts, as shown in FIG. 22, an opening image G107 (here, the character image of "BONUS") suggesting the start of a big win game is displayed on the display unit 50a. At this time, a "collation effect" is performed in parallel with the display of the opening image G107.
[0153] In the "collation effect", when the "notification effect" is performed during the setting of the "notification effect mode", collation images G700a, G700b, and G700c corresponding to the performed "notification effect" are displayed on the display unit 50a. The collation image G700a is an image suggesting that the "special symbol effect" as the "notification effect" described later has been performed, the collation image G700b is an image suggesting that the "mini character effect" as the "notification effect" described later has been performed, and the collation image G700c is an image suggesting that the "monochrome effect" as the "notification effect" described later has been performed. For example, when only the "special symbol effect" is performed during the setting of the "notification effect mode", only the collation image G700a is displayed on the display unit 50a, and when the "mini character effect" and the "monochrome effect" are performed, the collation images G700b and G700c are displayed on the display unit 50a. FIG. 22 shows the case where all of the "special symbol effect", the "mini character effect", and the "monochrome effect" are performed.
[0154] Next, the special symbol variation effects executable by the effect control microcomputer 121 will be described according to the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects in the special symbol variation effect according to the variation pattern of the variable display of the second special symbol in the "high probability high base game state".
[0155] H-A. Ultra-short variation The "ultra-short variation" is an effect that may be performed in response to the start of the variable display of the special symbol, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are variably displayed. Since the "ultra-short variation" is performed when the time of the variable display of the special symbol is 1000 ms, it functions as an effect for immediately notifying the result of the big win determination.
[0156] Next, the pre-reading effects that can be executed by the effect control microcomputer 121 will be described according to the pre-reading pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following pre-reading effects in the special figure variation effect in which "ultra-shortened variation" is performed.
[0157] S-A. Chance effect The "Chance effect" is a preview effect that may be performed regardless of whether the "notification effect mode" or the "non-notification effect mode" is set, and is a pre-reading effect that suggests the result of the pre-reading determination for the special figure 2 hold. Since the "Chance effect" may be performed when the result of the pre-reading determination for the special figure 2 hold is "pre-reading win", it functions as an effect that suggests that a special figure 2 hold in which a big win game may be performed is stored.
[0158] S-B. Premium effect The "Premium effect" is a preview effect that may be performed regardless of whether the "notification effect mode" or the "non-notification effect mode" is set, and is a pre-reading effect that suggests the result of the pre-reading determination for the special figure 2 hold. Since the "Premium effect" is performed only when the result of the pre-reading determination for the special figure 2 hold is "pre-reading win", it functions as an effect that suggests that a special figure 2 hold in which a big win game will be performed is stored.
[0159] S-C. Notification effect The "Notification effect" is a notification effect that may be performed only when the "notification effect mode" is set, and is a pre-reading effect that suggests the result of the pre-reading determination for the special figure 2 hold. Since the "Notification effect" is performed only when the result of the pre-reading determination for the special figure 2 hold is "pre-reading win", it functions as an effect that suggests that a special figure 2 hold in which a big win game will be performed is stored.
[0160] S-C-1. Special symbol effect The "Special symbol effect" is a type of "Notification effect", and is a pre-reading effect in which the effect symbols EZ1, EZ2, and EZ3 stop and display as losing reach symbols.
[0161] S-C-2. Miniature Character Performance "Miniature Character Performance" is a type of "Notification Performance" and is a preview performance in which a small protagonist character is displayed in the lower right corner of the display unit 50a.
[0162] S-C-3. Monochrome Performance "Monochrome Performance" is a type of "Notification Performance" and is a preview performance in which the background image displayed on the display unit 50a is displayed in monochrome.
[0163] Next, the "Chance Performance" and "Premier Performance" will be specifically described. In the special figure variation performance described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.
[0164] The performance control microcomputer 121 can execute the "Chance Performance" in the special figure variation performance corresponding to the variable display of the special figure corresponding to the hold of special figure 2 that is digested immediately before the hold of special figure 2 with the preview pattern being the "instant loss preview pattern" when it is in the "high probability high base game state" and either the "notification performance mode" or the "non-notification performance mode" is set as the performance mode. The performance control microcomputer 121 can execute the "Chance Performance" and the "Premier Performance" in the special figure variation performance corresponding to the variable display of the special figure corresponding to the hold of special figure 2 that is digested immediately before the hold of special figure 2 with the preview pattern being the "instant big win preview pattern".
[0165] As shown in FIG. 23, a preview performance selection table 123a1 is stored in the performance storage unit 121b of the performance control microcomputer 121. The performance control microcomputer 121 can use the preview performance selection table 123a1 to select whether to execute the "Chance Performance" and the "Premier Performance", and if the "Chance Performance" and the "Premier Performance" are to be executed, which of the "Chance Performance" and the "Premier Performance" to execute.
[0166] FIG. 24(A) is a diagram showing the contents of the preview effect selection table 123a1. When in the high-probability state and the time-saving state, the game control microcomputer 121 refers to the type of the preview pattern selected by the prediction determination based on the winning of the game ball into the second start port 12, and determines whether to execute the "chance effect" and the "premium effect", and when executing the "chance effect" and the "premium effect", which of the "chance effect" and the "premium effect" to execute, and makes a selection.
[0167] Specifically, when the preview pattern is the "immediate big win preview pattern" (SHP001A2), the execution of the "chance effect" is selected at a rate of 15%, the execution of the "premium effect" is selected at a rate of 15%, and the non-execution of the preview effect is selected at a rate of 70%.
[0168] Also, when the preview pattern is the "immediate loss preview pattern" (SHP004A), the execution of the "chance effect" is selected at a rate of 10%, the non-execution of the preview effect is selected at a rate of 90%, and the execution of the "premium effect" is not selected.
[0169] Note that the selection ratios shown by the preview effect selection table 123a1 shown in FIG. 24(A) can be changed as appropriate.
[0170] When the game control microcomputer 121 executes the preview effect, in the special figure variation effect corresponding to the variable display of the special figure corresponding to the special figure hold that is digested immediately before the hold of special figure 2 in the case where the preview pattern is the "immediate big win preview pattern", either the "chance effect" or the "premium effect" is executed, and in the special figure variation effect corresponding to the variable display of the special figure corresponding to the special figure hold that is digested immediately before the hold of special figure 2 in the case where the preview pattern is the "immediate loss preview pattern", the "chance effect" is executed.
[0171] FIGS. 25(A) to 25(D) are diagrams showing how the "chance effect" is performed. Here, the case where the variation pattern of the variable display of the special figure corresponding to the special figure hold that is digested immediately before the hold of the target special figure 2 is the "immediate loss variation" is exemplified.
[0172] During the setting of the "notification performance mode" or "non - notification performance mode", when the variable display of the special figure corresponding to the special figure hold that is digested immediately before the target special figure hold 2 starts, accordingly, the special figure variation performance starts. As shown in Fig. 25(A), the performance symbols EZ1, EZ2, and EZ3 are variably displayed. At this time, the panel lamp 54 is lit in white. Then, when 1000 ms has elapsed since the start of the variable display of the special figure, the "chance performance" is carried out.
[0173] In the "chance performance", as shown in Fig. 25(B), in synchronization with the stop display of the special figure, the performance symbols EZ1, EZ2, and EZ3 stop displaying at the scattered eyes that become the draw numbers (here, the draw numbers of "1·2·3"). At this time, for a predetermined time (for example, 0.5 seconds), the panel lamp 54 blinks in red. The player can know that the special figure hold 2 to be digested next may be a winning hold by the fact that the performance symbols EZ1, EZ2, and EZ3 stop displaying at the scattered eyes of the draw numbers and the panel lamp 54 blinks in red.
[0174] Then, when the variable display of the special figure corresponding to the target special figure hold 2 starts, accordingly, the special figure variation performance starts. When the variation pattern is the "instant win variation", as shown in Fig. 25(C), the performance symbols EZ1, EZ2, and EZ3 stop displaying in a manner indicating a win (here, the triple "5·5·5"). On the other hand, when the variation pattern is the "instant loss variation", as shown in Fig. 25(D), the performance symbols EZ1, EZ2, and EZ3 stop displaying in a manner indicating a loss (here, the scattered eyes of "2·5·3"). In the first embodiment, the performance symbols EZ1, EZ2, and EZ3 stop displaying at the scattered eyes of the draw numbers only when the "chance performance" is carried out, but even when the "chance performance" is not carried out, the performance symbols EZ1, EZ2, and EZ3 may stop displaying at the scattered eyes of the draw numbers.
[0175] Figs. 26(A) to 26(C) are diagrams showing the state where the "premium performance" is carried out. Here, the case where the variation pattern of the variable display of the special figure corresponding to the special figure hold 2 that is digested immediately before the target special figure hold 2 is the "instant loss variation" is exemplified.
[0176] During the setting of the "Notification Performance Mode" or "Non-Notification Performance Mode", when the variable display of the special figure corresponding to the special figure hold that is digested immediately before the target special figure hold 2 starts, the special figure variation performance starts accordingly. As shown in FIG. 26(A), the performance symbols EZ1, EZ2, and EZ3 are variably displayed. At this time, the panel lamp 54 is lit in white. Then, when 1000 ms has elapsed since the start of the variable display of the special figure, the "Premier Performance" is performed.
[0177] In the "Premier Performance", as shown in FIG. 26(B), in synchronization with the stop display of the special figure, the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a scattered pattern (here, the scattered pattern of "2·5·3"). At this time, for a predetermined time (for example, 0.5 seconds), the normal button 40 vibrates and the panel lamp 54 blinks in rainbow color. The player can know that the next special figure hold 2 to be digested is a big win by the vibration of the normal button 40 and the blinking of the panel lamp 54 in rainbow color.
[0178] Then, when the variable display of the special figure corresponding to the target special figure hold 2 starts, the special figure variation performance starts accordingly. As shown in FIG. 26(C), the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a mode indicating a big win (here, the triple "5·5·5").
[0179] Next, the "Notification Performance" will be specifically described. In the special figure variation performance described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.
[0180] The performance control microcomputer 121 can execute the "Notification Performance" in the special figure variation performance corresponding to the variable display of the special figure corresponding to the special figure hold 2 that is digested immediately before the special figure hold 2 when the pre-reading pattern is the "Immediate Big Win Pre-reading Pattern" in the "High Probability High Base Game State" and the "Notification Performance Mode" is set as the performance mode.
[0181] As shown in FIG. 23, a performance memory unit 121b of the performance control microcomputer 121 stores an announcement performance selection table 123a2. Using the announcement performance selection table 123a2, the performance control microcomputer 121 can select whether to execute an "announcement performance" and the type of "announcement performance" when the "announcement performance" is executed. As described above, the types of "announcement performance" include three types: "special eye performance", "mini character performance", and "monochrome performance".
[0182] FIG. 24(B) is a diagram showing the content of the announcement performance selection table 123a2. When in the high-probability state and the time-saving state, the performance control microcomputer 121 refers to the type of the prediction pattern selected by the prediction determination based on the winning of the game ball into the second start port 12, and selects whether to execute the "announcement performance" and, if the "announcement performance" is executed, which of the "special eye performance", "mini character performance", and "monochrome performance" to execute.
[0183] Specifically, only when the prediction pattern is the "immediate big win prediction pattern" (SHP001A2), the execution of the "announcement performance" is selected. The execution of only the "special eye performance" is 15%, the execution of only the "mini character performance" is 15%, the execution of only the "monochrome performance" is 15%, the execution of the "special eye performance" and the "mini character performance" is 10%, the execution of the "special eye performance" and the "monochrome performance" is 10%, the execution of the "mini character performance" and the "monochrome performance" is 10%, the execution of the "special eye performance", the "funeral character performance", and the "monochrome performance" is 5%, and the non-execution of the "announcement performance" is 20% are selected. Note that the selection ratios shown by the announcement performance selection table 123a2 shown in FIG. 24(B) can be changed as appropriate.
[0184] When the performance control microcomputer 121 executes the "announcement performance", it executes it in the special figure variable performance corresponding to the variable display of the special figure corresponding to the special figure reservation that is digested immediately before the reservation of special figure 2 of the prediction pattern of the "immediate big win prediction pattern".
[0185] Figs. 27(A) to 27(C) are diagrams showing how the "special target display" as the "notification display" is performed. Here, an example is given where the variation pattern of the variable display of the special figure corresponding to the special figure hold that is digested immediately before the target special figure hold is the "instant loss variation".
[0186] During the setting of the "notification display mode", when the variable display of the special figure corresponding to the special figure hold that is digested immediately before the target special figure hold starts, the special figure variation display starts accordingly. As shown in Fig. 27(A), the display symbols EZ1, EZ2, and EZ3 vary. At this time, the panel lamp 54 is lit in white. Then, when 1000 ms has elapsed since the start of the variable display of the special figure, the "special target display" is performed.
[0187] In the "special target display", as shown in Fig. 27(B), in synchronization with the stop display of the special figure, the display symbols EZ1, EZ2, and EZ3 stop displaying at the reach loss positions (here, the reach loss positions of "2·1·2"). At this time, unlike the "chance display", the panel lamp 54 does not blink and the normal button 40 does not vibrate. The player can know that the special figure hold to be digested next may be a hold with a high probability of a big win by the display symbols EZ1, EZ2, and EZ3 stopping at the reach loss positions. In the first embodiment, the reach loss positions stop displaying only when the "notification display mode" is set, but the reach loss positions may also stop displaying when the "non-notification display mode" is set.
[0188] Then, when the variable display of the special figure corresponding to the target special figure hold starts, the special figure variation display starts accordingly. As shown in Fig. 27(C), the display symbols EZ1, EZ2, and EZ3 stop displaying in a manner indicating a big win (here, the triple "5·5·5").
[0189] Figs. 28(A) to 28(C) are diagrams showing how a "mini-character performance" as an "announcement performance" is carried out. Here, a case where the variation pattern of the variable display of the special figure corresponding to the special figure hold that is digested immediately before the target special figure hold is a "direct miss variation" is exemplified.
[0190] During the setting of the "announcement performance mode", when the variable display of the special figure corresponding to the special figure hold that is digested immediately before the target special figure hold starts, accordingly, the special figure variation performance starts, and as shown in Fig. 28(A), the performance symbols EZ1, EZ2, EZ3 are variably displayed. At this time, the panel lamp 54 is lit in white. Then, when 1000 ms has elapsed since the start of the variable display of the special figure, the "mini-character performance" is carried out.
[0191] In the "mini-character performance", as shown in Fig. 28(B), in synchronization with the stop display of the special figure, the performance symbols EZ1, EZ2, EZ3 are stopped and displayed in a scattered pattern (here, a "2·5·3" scattered pattern). At this time, neither the normal button 40 vibrates nor the panel lamp 54 blinks, and for a predetermined time (for example, 0.5 seconds), a main character image G200 representing the main character is displayed at the lower left part of the display unit 50a. By the display of the main character image G200, the player can know that the next special figure hold to be digested is a big win.
[0192] Then, when the variable display of the special figure corresponding to the target special figure hold starts, accordingly, the special figure variation performance starts, and as shown in Fig. 28(C), the performance symbols EZ1, EZ2, EZ3 are stopped and displayed in a pattern indicating a big win (here, a "5·5·5" triple).
[0193] Figs. 29(A) to 29(C) are diagrams showing how a "monochrome performance" as an "announcement performance" is carried out. Here, a case where the variation pattern of the variable display of the special figure corresponding to the special figure hold that is digested immediately before the target special figure hold is a "direct miss variation" is exemplified.
[0194] During the setting of the "notification performance mode", when the variable display of the special figure corresponding to the special figure hold 2 that is digested immediately before the target special figure hold 2 starts, the special figure variation performance starts accordingly. As shown in Fig. 29(A), the performance symbols EZ1, EZ2, and EZ3 are variably displayed. At this time, the panel lamp 54 is lit in white. Then, when 1000 ms has elapsed since the start of the variable display of the special figure, the "monochrome performance" is performed.
[0195] In the "monochrome performance", as shown in Fig. 29(B), in synchronization with the stop display of the special figure, the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a scattered pattern (here, the scattered pattern of "2·5·3"). At this time, neither the normal button 40 vibrates nor the panel lamp 54 blinks. Only for a predetermined time (for example, 0.5 seconds), the background image displayed in color on the display unit 50a is displayed in monochrome. The player can know that the next special figure hold 2 to be digested is a big win by the change of the background image to monochrome.
[0196] Then, when the variable display of the special figure corresponding to the target special figure hold 2 starts, the special figure variation performance starts accordingly. As shown in Fig. 29(C), the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a mode indicating a big win (here, the triple "5·5·5").
[0197] <Consideration of the First Embodiment> Hereinafter, the pachinko gaming machine PY1 described in the first embodiment will be considered.
[0198] First, consider the differences between the "Chance Presentation" and "Premier Presentation", and the "Notification Presentation". In the "Chance Presentation", it is suggested that there may be a jackpot game based on the stop positions of the presentation symbols EZ1, EZ2, and EZ3 on the display unit 50a and the blinking of the panel lamp 54. In the "Premier Presentation", it is suggested that there may be a jackpot game based on the vibration of the normal button 40 and the blinking of the panel lamp 54. On the other hand, in the "Notification Presentation", it is suggested that there may be a jackpot game only based on the stop positions of the presentation symbols EZ1, EZ2, and EZ3 on the display unit 50a. In other words, in the "Chance Presentation" and "Premier Presentation", the presentation is realized by a plurality of presentation devices, while in the "Notification Presentation", the presentation is realized by one presentation device. That is to say, it can be said that the scale of the presentation in the "Notification Presentation" is smaller (less likely to be noticed by the player) than that in the "Chance Presentation" and "Premier Presentation".
[0199] In the first embodiment, the "Notification Presentation" reduces the scale of the presentation by using fewer presentation devices than the "Chance Presentation" and "Premier Presentation". However, in other ways, the scale of the presentation may be made smaller than that in the "Chance Presentation" and "Premier Presentation". For example, an image with the same motif can be made displayable in both the "Chance Presentation" and "Premier Presentation" and the "Notification Presentation", and the image displayed in the "Notification Presentation" can be made slightly smaller than the images displayed in the "Chance Presentation" and "Premier Presentation" to make the scale of the presentation in the "Notification Presentation" smaller. Or, the same character can be made displayable in both the "Chance Presentation" and "Premier Presentation" and the "Notification Presentation", and the movement of the character displayed in the "Notification Presentation" can be made slightly smaller than the movement of the characters displayed in the "Chance Presentation" and "Premier Presentation" to make the scale of the presentation in the "Notification Presentation" smaller. Also, by making the length of the sound output from the speaker 52 or the length of the presentation time different, the scale of the presentation in the "Notification Presentation" can be made different from that in the "Chance Presentation" and "Premier Presentation".
[0200] Next, the differences between the "notification performance mode" and the "non-notification performance mode" will be considered. In the "notification performance mode", both the "premiere performance" and the "notification performance" are executed as preview performances suggesting that the special figure 2 reservation in which the jackpot game will be played is stored, while in the "non-notification performance mode", only the "premiere performance" is executed as a preview performance suggesting that the special figure 2 reservation in which the jackpot game will be played is stored. That is, it can be said that the "notification performance mode" has a high execution probability of the preview performance suggesting that the special figure 2 reservation in which the jackpot game will be played is stored, and the "non-notification performance mode" has a low execution probability of the preview performance suggesting that the special figure 2 reservation in which the jackpot game will be played is stored.
[0201] <Effects of the First Embodiment> Hereinafter, the effects of the pachinko gaming machine PY1 described in the first embodiment will be described.
[0202] (1) During the setting of the "notification performance mode", when the "notification performance" is performed, a "collation performance" suggesting that fact is performed, while when the "chance performance" or the "premiere performance" is performed, the "collation performance" suggesting that fact is not performed. Therefore, it is possible to prevent the "collation performance" from being performed excessively, and it is possible to enhance the interest of the game.
[0203] (2) During the setting of the "notification performance mode", when the "notification performance" which is a relatively small-scale performance using only the display unit 50a is performed, a "collation performance" suggesting that fact is performed. Therefore, even when a performance with a small scale is performed, the player can be easily informed of that fact by the "collation performance", and it is possible to enhance the interest of the game.
[0204] (3) During the setting of the "notification performance mode", when a "notification performance" that is not executed in the "non - notification performance mode" is performed, a "verification performance" that suggests this is performed. Therefore, through the "verification performance", it is possible to easily inform the player that a valuable performance has been performed, and it is possible to enhance the interest of the game.
[0205] (4) During the setting of the "notification performance mode", when a "notification performance" that suggests a jackpot game is performed, a "verification performance" that suggests this is performed. Therefore, the "notification performance" in the "notification performance mode" can be positioned as a special performance, and it is possible to enhance the interest of the game.
[0206] (5) During the setting of the "notification performance mode", when a preview performance (notification performance) that suggests a jackpot game is performed, a "verification performance" that suggests this is performed. On the other hand, during the setting of the "non - notification performance mode", even if a preview performance (premium performance) that suggests a jackpot game is performed, a "verification performance" that suggests this is not performed. Therefore, the "notification performance mode" can be positioned as a special performance mode, and it is possible to enhance the interest of the game.
[0207] (6) During the setting of the "notification performance mode", when a "notification performance" is performed as a preview performance that suggests a jackpot game, a "verification performance" that suggests this is performed. On the other hand, when a "premium performance" is performed as a preview performance that suggests a jackpot game, a "verification performance" that suggests this is not performed. Therefore, the "notification performance" can be positioned as a more special performance than the "premium performance", and it is possible to enhance the interest of the game.
[0208] (7) During the setting of the "notification performance mode", as a preview performance that suggests a jackpot game, in addition to the "premium performance", a "notification performance" is also performed. Therefore, by setting the "notification performance mode", the execution probability of the preview performance that suggests a jackpot game can be increased, and it is possible to enhance the interest of the game.
[0209] (8) During the setting of the "non-announcement performance mode", since the "announcement performance" which suggests that a big win game is being played is not performed, in the "non-announcement performance mode", the "matching performance" by the execution of the "announcement performance" is not performed, so it is possible to prevent the excessive execution of the "matching performance" and enhance the interest of the game.
[0210] <Basic Embodiment and Modification Examples of the First Embodiment> Hereinafter, modification examples of the pachinko gaming machine PY1 described in the basic embodiment and the first embodiment will be described. Of course, the configurations related to the modification examples may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.
[0211] In the first embodiment, the "chance performance", "premium performance", and "announcement performance" are executed based on the preview pattern, but they may be executed based on the variable pattern. In this case, it is possible to suggest by any of the "chance performance", "premium performance", and "announcement performance" that the stop symbol of the special figure during variable display may stop and display as a symbol indicating a big win, and it is possible to enhance the interest of the game.
[0212] Also, in the first embodiment, the "chance performance", "premium performance", and "announcement performance" are executed based on the preview pattern, but they may be executed based on the stop symbol of the special figure. For example, only when the stop symbol of the special figure is the "big win Wα symbol", any of the "chance performance", "premium performance", and "announcement performance" may be executed. In this case, it is possible to suggest by any of the "chance performance", "premium performance", and "announcement performance" that the "high probability high base game state" will occur after the big win game, and it is possible to enhance the interest of the game.
[0213] In addition, in the first embodiment, the "chance presentation", "premium presentation", and "notification presentation" are executed in the "high-probability high-base game state", but they may be executed in other game states. For example, any one of the "chance presentation", "premium presentation", and "notification presentation" may be executed in the "low-probability high-base game state".
[0214] In addition, in the first embodiment, the "collation presentation" is executed in the jackpot presentation mode, but it may be executed during the execution of the special figure variation presentation.
[0215] In addition, in the first embodiment, the switching between the "notification presentation mode" and the "non-notification presentation mode" is performed on the condition that the player operates the normal button 40, but the switching between the "notification presentation mode" and the "non-notification presentation mode" may be performed under other conditions. For example, the "notification presentation mode" may be set when the stopped symbol of the special figure is the "jackpot Wα symbol", and the "non-notification presentation mode" may be set when the stopped symbol of the special figure is the "jackpot Xα symbol".
[0216] In addition, in the first embodiment, the "notification presentation" is not performed during the setting of the "non-notification presentation mode", but the "notification presentation" may also be performed during the setting of the "non-notification presentation mode". In this case, it is preferable that the execution probability of the "notification presentation" is lower during the setting of the "non-notification presentation mode" than during the setting of the "notification presentation mode".
[0217] In addition, in the basic embodiment, the normal background image G102 is displayed in both the "low-probability low-base game state" and the "high-probability low-base game state", but different backgrounds may be displayed in the "low-probability low-base game state" and the "high-probability low-base game state". For example, in the "high-probability low-base game state", a background including an image suggesting a high-probability state may be displayed.
[0218] 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.
[0219] 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 be made to blink during the variable display of the effect symbols EZ1, EZ2, and EZ3.
[0220] 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.
[0221] In the basic embodiment, the progress of the game and the effect are controlled by separate control units. However, the progress of the game and the effect may be controlled by one control unit. For example, both the progress of the game and the effect may be controlled only by the main control unit 100.
[0222] Moreover, the gaming machine of the present invention can also be applied to other pinball gaming machines such as an arrange ball machine, a birdcage ball gaming machine, and a smart pachinko machine (regulated gaming machine).
[0223] <The invention disclosed in the first embodiment> Up to the previous paragraph in this [Mode for Carrying Out the Invention], the following Inventions A to C are disclosed. In the descriptions of Inventions A to C, the names and expressions of the corresponding configurations in the embodiments for carrying out the above-described invention and the reference numerals used in the drawings 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 Inventions A1 to A3, Invention B is a general term for the following Inventions B1 to B3, and Invention C is a general term for the following Inventions C1 to C3.
[0224] The gaming machine according to Invention A1 is provided with gaming control means (gaming control microcomputer 101) capable of putting the player in a special gaming state (big win gaming state, high probability state, time shortening state) advantageous to the player, and performance execution means (gaming control microcomputer 121) for executing a performance, wherein the performance execution means is capable of executing a pre-warning performance (chance performance, premium performance, notification performance) suggesting that there is a possibility of entering the special gaming state, and may execute a post-performance (collation performance) suggesting that the pre-warning performance has been executed, wherein the pre-warning performance includes a first pre-warning performance (notification performance) and a second pre-warning performance (chance performance, premium performance), wherein when the first pre-warning performance is executed, the post-performance may be executed, while when the second pre-warning performance is executed, the post-performance is not executed, which is characterized by the above.
[0225] The gaming machine according to Invention A2 is the gaming machine according to Invention A1, wherein the first pre-warning performance is smaller in scale than the second pre-warning performance, which is characterized by the above.
[0226] The gaming machine according to Invention A3 is the gaming machine according to Invention A1 or Invention A2, wherein the performance execution means It is possible to set either a first effect mode (notification effect mode) or a second effect mode (non - notification effect mode). The first preview effect is executed when the first effect mode among the first effect mode and the second effect mode is set. The second preview effect is executed regardless of whether the first effect mode or the second effect mode is set. It is characterized by this.
[0227] The gaming machine according to Invention B1 has gaming state control means (game control main microcomputer 101) capable of putting the player in a special gaming state (big win gaming state, high - probability state, time - shortening state), and effect execution means (effect control microcomputer 121) for executing an effect, The effect execution means can set either a first effect mode (notification effect mode) or a second effect mode (non - notification effect mode), and can execute a specific preview effect (premiere effect, notification effect) suggesting that the special gaming state is about to occur. It may execute a post - effect (collation effect) suggesting that the specific preview effect has been executed. When the specific preview effect is executed when the first effect mode is set, the post - effect may be executed. On the other hand, when the specific preview effect is executed when the second effect mode is set, the post - effect is not executed. It is characterized by this.
[0228] The gaming machine according to Invention B2 is the gaming machine according to Invention B1, The specific preview effect includes a first preview effect (notification effect) and a second preview effect (premiere effect). When the first effect mode is set and the first preview effect is executed, the post - effect is executed. On the other hand, when the second preview effect is executed, the post - effect is not executed. is characterized by the following.
[0229] The gaming machine according to Invention B3 is a gaming machine according to Invention B2, wherein the first pre-announcement performance is smaller in scale than the second pre-announcement performance. is characterized by the following.
[0230] The gaming machine according to Invention C1 includes a game state control means (game control main microcomputer 101) capable of setting a special game state (big win game state, high probability state, time-saving state) advantageous to the player, and a performance execution means (performance control microcomputer 121) for executing a performance. The performance execution means is capable of executing a specific pre-announcement performance (notification performance, premium performance) suggesting the entry into the special game state, and is capable of setting a specific performance mode (notification performance mode) in which the execution probability of the specific pre-announcement performance is improved. When the specific pre-announcement performance is executed while the specific performance mode is set, it is possible to execute a post-performance (collation performance) suggesting the execution of the specific pre-announcement performance. is characterized by the following.
[0231] The gaming machine according to Invention C2 is a gaming machine according to Invention C1, wherein the specific pre-announcement performance includes a first pre-announcement performance (notification performance) and a second pre-announcement performance (premium performance), and the specific performance mode is a performance mode in which the execution probability of the first pre-announcement performance among the first pre-announcement performance and the second pre-announcement performance is improved. is characterized by the following.
[0232] The gaming machine according to Invention C3 is a gaming machine according to Invention C2, wherein the first pre-announcement performance is not executed when the specific performance mode is not set. is characterized by the following.
Explanation of Signs
[0233] 101…Game control microcomputer 121…Effect control microcomputer 103b2…Pre-reading A determination table 123a1…Preview effect selection table 123a2…Notification effect selection table
Claims
1. Game state control means capable of bringing the game player into a special game state advantageous to the player, and effect execution means for executing an effect, wherein the effect execution means is capable of executing a pre-announcement effect suggesting that there is a possibility of entering the special game state, and may execute a post-announcement effect suggesting that the pre-announcement effect has been executed, wherein the pre-announcement effect includes a first pre-announcement effect and a second pre-announcement effect, when the first pre-announcement effect is executed, the post-announcement effect may be executed, while when the second pre-announcement effect is executed, the post-announcement effect is not executed, a gaming machine characterized by the above.
2. The gaming machine according to Claim 1, wherein the scale of the first pre-announcement effect is smaller than that of the second pre-announcement effect, a gaming machine characterized by the above.
3. The gaming machine according to Claim 1 or Claim 2, wherein the effect execution means is capable of setting either a first effect mode or a second effect mode, the first pre-announcement effect is executed when the first effect mode is set among the first effect mode and the second effect mode, and the second pre-announcement effect is executed regardless of which of the first effect mode and the second effect mode is set, a gaming machine characterized by the above.
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