Game machine
The gaming machine uses game state control and production execution to create engaging special game states with preview and post-production features, enhancing player interest and enjoyment.
Patent Information
- Application Number
- JP2024003741
- 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 engaging effects to enhance player interest.
The gaming machine includes a game state control mechanism that can put players in advantageous special game states and production execution means to suggest the possibility of entering these states, with preview and post-production features.
This enhances player engagement by providing exciting game states and opportunities, increasing the enjoyment of the gaming experience.
Smart Images

Figure 2025110043000001_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 a big winning port is performed. By winning a game ball in the big winning 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 variable display of the symbol is performed by the symbol display means.
[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 regarding 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, and a production execution means for executing a production. The production execution means is capable of executing a preview production suggesting that there is a possibility of entering the special game state, and may execute a post-production suggesting that the preview production has been executed. The preview production includes a first preview production and a second preview production, and when the first preview production is executed, the post-production may be executed. This is the gist of the invention.
Effect 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 production.
Brief Description of the Drawings
[0009]
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[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 simplifying the description, the name of information, signal, physical quantity, member, etc. corresponding to a symbol or reference numeral may be omitted or abbreviated by writing the symbol or reference numeral for referring to the information, signal, physical quantity, member, etc. Further, if there is any arbitrary flowchart described later, in that flowchart, the plurality of processes in any plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where 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 the 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 through the transparent plate 23t, the game board 1 can be visually recognized from the front (the player side).
[0014] In addition, the front door 23 is provided with an upper tray 34 for storing game balls and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the lower part of the front door 23 and stores the game balls supplied to the handle 72k. The handle 72k is installed at the lower right part of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 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 speaker 52 is installed at the upper left and upper right parts of the front door 23 and outputs, for example, BGM (Back Ground Music), sound effects, etc. The frame lamp 53 is installed around the transparent plate 23t on the left and right parts of the front door 23 and is composed of, for example, a plurality of LEDs (Light Emitting Diodes). The frame movable body 58k is installed at the upper part of the front door 23. In addition, the frame movable body 58k is equipped 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 pressed surface, a lever having a grip part, etc. The normal button 40 is equipped 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 equipped with a lamp (not shown) capable of emitting light in a predetermined emission color and a vibration motor (not shown) capable of vibrating in a predetermined vibration mode, and is configured to be capable of emitting light by the lamp and capable of vibrating by the vibration motor. Note that the normal button 40 or the special button 41 may be configured to be operable in a predetermined operation mode (for example, rotation, protrusion, etc.), or may be configured of a cross key, a touch panel, etc.
[0017] 2. Structure of Pachinko Board Next, the structure of the pachinko board 1 attached to the pachinko board mounting frame 2A will be described with reference to FIG. 2. FIG. 2 is a front view of the pachinko board 1.
[0018] The pachinko board 1 includes a game area 6 where a game ball launched by operating the handle 72k can flow down (fall). In the game area 6, game pins (not shown) that change the flowing direction of the game ball are installed, and a winning device through which the game ball can win (enter or pass through) is installed. The winning device includes a general winning port 10, a first start port 11, a second start port 12, a gate 13, a first big winning port 14, and a second big winning port 15. Each of the winning devices is equipped with a detection sensor that detects the entry or passage of the game ball.
[0019] The first start port 11 is installed at the lower part of the game area 6 so that the game ball can enter. When the game ball enters the first start port 11 of the pachinko machine PY1, the upper tray 34 pays out a predetermined number (for example, 3) of game balls as prize balls. In addition, when the game ball enters the first start port 11 of the pachinko machine PY1, the pachinko machine PY1 acquires the right to receive a jackpot determination described later. The first start port 11 is always configured so that the ease of entry of the game ball 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 in the same manner as when a game ball enters the first starting port 11. Different from the first starting port 11, the second starting port 12 is equipped with an opening / closing member 12k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the second starting port 12 be in either a closed state (closed mouth state) where game balls do not enter or hardly enter the second starting port 12, or an open state (open 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 in 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 in the lower right part of the game area 6 so that game balls can enter. When a game ball enters the first large winning port 14, the pachinko gaming machine PY1 pays out a predetermined number (for example, 15) of game balls as bonus balls onto the upper tray 34. The first large winning port 14 is equipped with a first opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the first large winning port 14 be in either a closed state (closed mouth state) where game balls cannot enter the first large winning port 14, or an open state (open 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 the 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 is provided with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 makes the second largest winning opening 15 in either a closed state (closed mouth state) where game balls cannot enter or an open state (open state) where game balls can enter by opening and closing the second opening / closing door 15k using the opening / 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 the 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 bottommost part of the game area 6, and the 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] In addition, the game board 1 is equipped with 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 is equipped with a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. Note that the movement of the movable body 55k on the board may be other than up and down movement.
[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 at the lower left part of the game board 1 and are composed of, for example, a plurality of LEDs. The pachinko gaming machine PY1 notifies the player of the game state of the pachinko gaming machine PY1 (such as the variable display and stop display in the special drawing, the variable display and stop display in the general drawing, the remaining number of the special drawing 1, the remaining number of the special drawing 2, the remaining number of the general drawing, etc.) by means of combinations of lighting, blinking, 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 the 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 win game is conducted, it is regarded as a minor win; if neither a jackpot game nor a minor win game is conducted, it is regarded as a loss.
[0031] When the pachinko gaming machine PY1 makes a jackpot determination upon winning 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 makes a jackpot determination upon winning 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 drawing, the pachinko machine PY1 performs a pre-reading determination as described later and stores, as a special drawing 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 drawing, the pachinko machine PY1 performs a pre-reading determination and stores, as a special drawing 2 reservation, the right to receive the jackpot determination obtained. The pachinko machine PY1 can store the special drawing 1 reservation and the special drawing 2 reservation up to a predetermined number (for example, 4 for the special drawing 1 reservation and 4 for the special drawing 2 reservation). After the stop display in the special drawing, the pachinko machine PY1 makes a jackpot determination for the special drawing 1 reservation and the special drawing 2 reservation. When the special drawing 1 reservation and the special drawing 2 reservation are stored simultaneously, the jackpot determination for the special drawing 2 reservation may be preferentially performed, or the jackpot determination for the special drawing 1 reservation may be preferentially performed, or the jackpot determination may be performed in the order in which they are stored.
[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 variation patterns can be determined, in the pre-reading determination, a variation pattern pre-determination for pre-determining the variation 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] Also, after the pachinko gaming machine PY1 stops displaying the First Special Figure or the Second Special Figure in a manner indicating a jackpot win, it conducts a jackpot game. The jackpot game, details of which will be described later, is a game in which a round game in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened is conducted a plurality of times (for example, 10 times). Since the jackpot game provides an opportunity for the game balls to win (an opportunity for prize balls) by the opening of the First Big Prize Opening 14 or the Second Big Prize Opening 15, it is a game advantageous to the player. Note that the jackpot game ends when all of the plurality of round games are conducted.
[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, details of which will be described later, is a game in which the First Big Prize Opening 14 or the Second Big Prize Opening 15 is opened for a predetermined time (for example, 5 seconds). Since the minor win game provides an opportunity for the game balls to win (an opportunity for prize balls) by the opening of the First Big Prize Opening 14 or the Second Big Prize Opening 15, it is a game advantageous to the player.
[0038] 3-2. General Figure Game When a game ball passes through gate 13 of the pachinko gaming machine PY1, it acquires the right to receive a winning determination and makes a winning determination based on the acquired right. Then, the pachinko gaming machine PY1 performs variable display of the normal pattern according to the result of the winning determination.
[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 a game ball winning through gate 13, it performs variable display of the normal pattern. The variable display of the normal pattern is a display 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 normal pattern, the pachinko gaming machine PY1 performs a stop display of the normal pattern in a manner indicating the result of the winning determination. As the mode of the stop display of the normal pattern, there are a mode indicating a winning selection (for example, all LEDs are lit) and a mode indicating a loss (for example, only one LED is lit).
[0041] Also, when a game ball wins through gate 13 during the variable display of the normal pattern, the pachinko gaming machine PY1 stores the acquired right to receive a winning determination as a normal pattern hold. The pachinko gaming machine PY1 can store up to a predetermined number (for example, 2) of normal pattern holds. After the stop display of the normal pattern, the pachinko gaming machine PY1 makes a winning determination for the normal pattern hold.
[0042] When the pachinko gaming machine PY1 stores a normal pattern hold, it notifies the player of the number. The number of normal pattern holds is notified by the lighting of a plurality of LEDs in the lower right part of the display devices 8. For example, when the number of normal pattern holds is "1", only one LED is lit, and when the number of normal pattern holds is "2", only two LEDs are lit.
[0043] After the normal diagram is stopped and displayed in a manner indicating a winning hit in the pachinko gaming machine PY1, an auxiliary game is played. The auxiliary game, details of which will be described later, is a game in which the second start port 12 is opened for a predetermined time (for example, 3.5 seconds). Since the auxiliary game gives an opportunity for a game ball to win in the second start port 12 (an opportunity for a prize ball, an opportunity to acquire the right to receive a big win determination), 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), the pachinko gaming machine PY1 can take one or more of the four types of game states: "low probability low base game state" (also referred to as "normal game state"), "low probability high base game state" (also referred to as "time-saving game state"), "high probability low base game state" (also referred to as "hidden probability game state"), and "high probability high base game state" (also referred to as "probability change game state"), excluding the big win game state in which a big win game is played.
[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 big win game state and continues until a predetermined time-saving end condition is satisfied. The predetermined time-saving end condition includes that a big win game is played and the number of variable displays of the special diagram reaches a predetermined number (for example, 200 times).
[0047] In addition, the "low-probability high-base gaming state" may also be adopted when a specific loss occurs in the jackpot determination in the "low-probability low-base gaming state". Specific losses include the loss at the specific number of times (for example, 900 times) when all jackpot determinations result in losses in advance, and losses at a specific ratio (for example, 1 / 200) of the losses in jackpot determinations. The pachinko gaming machine PY1 enters the "low-probability high-base gaming state" after the variable display of the special symbol that has resulted in a specific loss ends (after the stop display of the special symbol). In this case, the "low-probability high-base gaming state" also continues until a predetermined short-time end condition is satisfied, similar to the case when it becomes the "low-probability high-base gaming state" after the jackpot gaming state.
[0048] The "high-probability low-base gaming state" is a gaming state that may occur after the jackpot gaming state and continues until a predetermined potential probability end condition is satisfied. The predetermined potential probability end conditions include that a jackpot game is played and the number of variable displays of the special symbol reaches a predetermined number of times (for example, 200 times). During the jackpot game, the gaming ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability low-base gaming state".
[0049] The "high-probability high-base gaming state" is a gaming state that may occur after the jackpot gaming state and continues until a predetermined probability variation end condition is satisfied. The predetermined probability variation end conditions include that a jackpot game is played and the number of variable displays of the special symbol reaches a predetermined number of times (for example, 100 times). During the jackpot game, the gaming ball may pass through a specific area provided inside the first large winning opening 14 or the second large winning opening 15 to enter the "high-probability high-base gaming state".
[0050] The "low probability and low base game state" and the "low probability and high base game state" belong to the normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (e.g., 1 / 300), and the "high probability and low base game state" and the "high probability and high base game state" belong to the high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability and low base game state" and the "high probability and high base game state" are game states that are more advantageous to the player in terms of the jackpot winning probability than the "low probability and low base game state" and the "low probability and high base game state".
[0051] Also, the "low probability and low base game state" and the "high probability and low base game state" belong to the non-time-saving state where it is difficult or impossible for a game ball to win a prize in the second start port 12 (e.g., a state where it is difficult or impossible to win a prize in the hit determination or a state where the opening time of the second start port 12 is relatively short), and the "low probability and high base game state" and the "high probability and high base game state" belong to the time-saving state where it is easy for a game ball to win a prize in the second start port 12 (e.g., a state where it is easy to win a prize in the hit determination or a state where the opening time of the second start port 12 is relatively long). Therefore, regarding the second start port 12 (regarding the ease of a game ball winning a prize in the second start port 12), it can be said that the "low probability and high base game state" and the "high probability and high base game state" are game states that are more advantageous to the player than the "low probability and low base game state" and the "high probability and low base game state".
[0052] Note that since the non-time-saving state is a state where it is difficult or impossible for a game ball to win a prize in the second start port 12, it can be said that the "low probability and low base game state" and the "high probability and low base game state" are game states where it is easier for a game ball to win a prize in the first start port 11 than in the second start port 12. On the other hand, since the time-saving state is a state where it is easy for a game ball to win a prize in the second start port 12, it can be said that the "low probability and high base game state" and the "high probability and high base game state" are game states where it is easier for a game ball to win a prize in the second start port 12 than in the first start port 11.
[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 game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(A). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform one or more types of jackpot games out of four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".
[0055] "Big Win Game Wα" is a big win game that will enter the "High Probability High Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Wα", depending on α, the round game is carried out for any number of times from 2 to 10 times.
[0056] "Big Win Game Xα" is a big win game that will enter the "Low Probability High Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Xα", depending on α, the round game is carried out for any number of times from 2 to 10 times.
[0057] "Big Win Game Yα" is a big win game that will enter the "High Probability Low Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Yα", depending on α, the round game is carried out for any number of times from 2 to 10 times.
[0058] "Big Win Game Zα" is a big win game that will enter the "Low Probability Low Base Game State" afterwards and continues until α rounds of the round game are completed. α is an integer from 2 to 10. In the pachinko machine PY1, in one round of the round game, either the first big winning port 14 or the second big winning port 15 is opened. That is, in "Big Win Game Zα", depending on α, the round game is carried out for any number of times from 2 to 10 times.
[0059] In addition, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", only the first big winning port 14 may be opened for all round games, or only the second big winning port 15 may be opened for all round games, or the first big winning port 14 may be opened for some round games and the second big winning port 15 may be opened for the remaining round games. Any of the round games in which the first big winning port 14 is opened and the round games in which the second big winning port 15 is opened provide the player with an opportunity to win a prize (an opportunity to receive bonus balls), so they are advantageous games for the player.
[0060] "Big Win Game Wα" and "Big Win Game Yα" belong to the so-called probability-variable big win games in which the game state becomes a high-probability state, and "Big Win Game Xα" and "Big Win Game Zα" belong to the so-called normal big win games in which the game state becomes a normal probability state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Yα" are more advantageous big win games for the player in terms of the subsequent big win winning probability than "Big Win Game Xα" and "Big Win Game Zα", and the big win game state in which either "Big Win Game Wα" or "Big Win Game Yα" is played can be said to be a more advantageous game state for the player than the big win game state in which either "Big Win Game Xα" or "Big Win Game Zα" is played.
[0061] In addition, "Big Win Game Wα" and "Big Win Game Xα" belong to the so-called electric support big win games where the game state becomes a time-saving state, and "Big Win Game Yα" and "Big Win Game Zα" belong to the so-called electric support-free big win games where the game state becomes a non-time-saving state. Therefore, it can be said that "Big Win Game Wα" and "Big Win Game Xα" are more advantageous big win games for the player regarding the subsequent second start port 12 (regarding the ease of winning of the game balls into the subsequent second start port 12), and the big win game state in which either "Big Win Game Wα" or "Big Win Game Xα" is conducted can be said to be a more advantageous game state for the player than the big win game state in which either "Big Win Game Yα" or "Big Win Game Zα" is conducted.
[0062] Here, the flow of the big win game will be described. FIG. 4(A) is a time chart showing the flow of the big win game. Here, a big win game in which only the first big winning port 14 is opened is exemplified.
[0063] As shown in FIG. 4(A), after the stop display in the special figure, when the big win game starts, first, a big win opening (also referred to as "big win OP") is set. The big win OP continues until a predetermined time (for example, 10 seconds) elapses. When the big win OP ends, the first-round round game starts. The round game continues until a predetermined time (for example, 30 seconds) elapses, or 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 win ending (also referred to as "big win ED") is set. The big win ED continues until a predetermined time (for example, 10 seconds) elapses. When the big win ED ends, one big win game ends. Note that either one or both of the big win OP and the big win ED may not be set.
[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. The small winning game is a game in which the game state is not changed thereafter, unlike the big winning game. For example, when a small winning game is performed in the "low probability low base game state", the "low probability low base game state" continues even after the small winning game. In the small winning game, the pachinko machine PY1 opens either the first large winning opening 14 or the second large winning opening 15.
[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 is opened. 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 gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 can perform an auxiliary game as a game different from the jackpot game and the small win game. The auxiliary game is a game in which the second start port 12 is opened, different from the jackpot game and the small win game. The opening time of the second start port 12 changes according to the game state. For example, when the auxiliary game is performed in the non-time shortening state, the second start port 12 is opened for a 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 a second opening time (e.g., 3.5 seconds) 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, 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 gaming machine PY1 will be described with reference to FIGS. 5 to 12. The pachinko gaming machine PY1 can set different effect modes according to the game state. In each effect mode, the pachinko gaming machine PY1 can perform the following effects using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, etc.) equipped with the pachinko gaming machine PY1.
[0069] 8-1. Effect Mode First, the 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 with a customer-waiting presentation mode, a normal presentation mode, a high-probability variable presentation mode, a time-saving presentation mode, and a jackpot presentation mode as presentation modes.
[0070] The customer-waiting presentation mode is a presentation mode that may be set when the stop display of the special figure is being performed (when the variable display of the special figure is not being performed) in the "low-probability low-base game state", "low-probability high-base game state", "high-probability low-base game state", and "high-probability high-base game state". In the customer-waiting presentation mode, it is suggested to the player that the machine is waiting for the variable display of the special figure. The pachinko machine PY1 can perform a customer-waiting presentation during the setting of the customer-waiting presentation mode. The customer-waiting presentation is an effect in which a customer-waiting demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a as shown in FIG. 5(A-1). Also, when, for example, the normal button 40 is operated during the display of the customer-waiting demo video G100, the pachinko machine PY1 may display a setting screen G101 for setting the presentation of the pachinko machine PY1 on the display unit 50a as shown in FIG. 5(A-2). The pachinko machine PY1 enables setting of the presentation of the pachinko machine PY1 during the display of the setting screen G101. The settings related to the presentation include volume setting of the sound output from the speaker 52, brightness setting of the display unit 50a (also referred to as "light quantity setting"), frequency setting of the executed presentation (also referred to as "presentation setting"), etc.
[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 the "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 displays, for example, the normal background image G102 representing a mountain view on the display unit 50a as shown in FIG. 5(B-1) in the normal performance mode. Note that the background displayed in the normal performance mode is not limited to only the normal background image G102, and a plurality of types of backgrounds may be displayed in order or randomly.
[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 displays, for example, the probability-variable background image G103 representing the universe on the display unit 50a as shown in FIG. 5(B-2) in the probability-variable performance mode. Note that the background displayed in the probability-variable performance mode is not limited to only the probability-variable background image G103, and a plurality of types of backgrounds may be displayed in order or randomly.
[0073] The time-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 displays, for example, the time-saving background image G104 representing the sky on the display unit 50a as shown in FIG. 5(B-3) in the time-saving performance mode. Note that the background displayed in the time-saving performance mode is not limited to only the time-saving background image G104, and a plurality of types of backgrounds may be displayed in order or randomly.
[0074] The big win presentation mode is a presentation mode set in the big win gaming state. In the big win presentation mode, it is suggested to the player that the big win game is in progress. In the pachinko machine PY1, in the big win presentation mode, at the start of the big win game, as shown in FIG. 5(C-1), an opening image G107 suggesting the start of the big win game, a right hit image G108 prompting "right hit", etc. are displayed on the display unit 50a. Note that the display of these images is called "opening presentation".
[0075] Also, in the pachinko machine PY1, in the big win presentation mode, during the round game, as shown in FIG. 5(C-2), a round image G109 indicating the number of rounds, etc. is displayed on the display unit 50a, and when it enters the high probability state thereafter, a promotion image G110 suggesting the entry into the high probability state is displayed on the display unit 50a. Note that the display of these images is called "round presentation".
[0076] Also, in the pachinko machine PY1, in the big win presentation mode, at the end of the big win game, as shown in FIG. 5(C-3), an ending image G111 suggesting the presentation mode set after the big win presentation mode, a total prize ball number image G112 indicating the total number of prize balls paid out, etc. are displayed on the display unit 50a. Note that the display of these images is called "ending presentation".
[0077] In the basic embodiment, five types of presentation modes, namely the customer waiting presentation mode, the normal presentation mode, the probability change presentation mode, the time shortening presentation mode, and the big win presentation mode, are set. However, the types of presentation modes may be appropriately changed or added.
[0078] 8-2. Special figure 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 the jackpot determination. When the variable display of the special figure starts on the pachinko gaming machine PY1, a special figure variation effect using the effect symbols is executed in parallel with the variable display of the special figure. As shown in FIG. 6(A), the effect symbols are composed of a left effect symbol EZ1, a middle effect symbol EZ2, and a right effect symbol EZ3.
[0079] In the special figure variation effect of the pachinko gaming machine PY1, the effect symbols EZ1, EZ2, and EZ3 are variably displayed on the background (normal background image G102, probability-variable background image G103, time-saving background image G104). Note that "↓" in the figure indicates that the effect symbols are being variably displayed. The effect symbols EZ1, EZ2, and EZ3 are 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 jackpot determination is suggested by the stop display mode of the effect symbols EZ1, EZ2, and EZ3.
[0080] 8-2-1. Normal Variation In the special figure variation effect of the pachinko gaming machine PY1, first, it is 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). Then, when the pachinko gaming machine PY1 results in a loss without causing a reach after normal variation, as shown in FIG. 6(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 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). Then, when the pachinko gaming machine PY1 results in a loss in the N reach, as shown in FIG. 7(B), the middle effect symbol EZ2 is stopped, and the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner suggesting a reach loss (so-called reach loss pattern). The manner suggesting a reach loss is a pattern in which the left and right effect symbols are the same and the middle symbol is different from the left and right effect symbols, such as "7·6·7" or "5·3·5". On the other hand, when the pachinko gaming machine PY1 develops into an SP reach after the N reach, the middle effect symbol EZ2 is not stopped. Note that the effect content of the N reach can be changed as appropriate.
[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 the 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 reaching the final stage of the battle, if the pachinko gaming machine PY1 is to be a big win in the SP reach, as shown in FIG. 8(C-1), it displays the protagonist character being happy about winning the battle so as to suggest a big win, and stops and displays the performance symbols EZ1, EZ2, EZ3 in a mode suggesting a big win (so-called double eyes). Also, if the pachinko gaming machine PY1 is to be a loss in the SP reach, as shown in FIG. 8(C-2), it displays the enemy character being happy about winning the battle so as to suggest a loss, and stops and displays the performance symbols EZ1, EZ2, 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 performance 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 SPSP reach of the pachinko gaming machine PY1, as shown in FIG. 9(A), an SPSP title image G2 indicating the start of the SPSP reach is displayed on the display unit 50a. The SPSP title image G2 is, for example, a character image of "Defeat enemy B!". Thereafter, as shown in FIG. 9(B), the pachinko gaming machine PY1 displays a protagonist character image G200 representing the protagonist character and a powerful enemy character image G202 representing the powerful enemy character on the display unit 50a, and displays a video of the protagonist character and the powerful enemy character battling on the display unit 50a. When reaching the final stage of the battle, if the pachinko gaming machine PY1 hits the jackpot in the SPSP reach, as shown in FIG. 9(C-1), it displays the protagonist character celebrating victory in the battle so as to suggest the jackpot, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a manner suggesting the jackpot (so-called double zero). On the other hand, if the pachinko gaming machine PY1 misses in the SPSP reach, as shown in FIG. 9(C-2), it displays the powerful enemy character celebrating victory in the battle so as to suggest the miss, and stops and displays the effect symbols EZ1, EZ2, EZ3 in a manner suggesting the 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 manner indicating a jackpot (also referred to as "jackpot expectancy") will be described. The jackpot expectancy is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of the N reach is set to 10% when the result of the jackpot determination is a miss, and set to 100% when the result of the jackpot determination is a jackpot win, while setting the execution probability of the SP reach to 4% when the result of the jackpot determination is a miss and setting it to 100% when the result of the jackpot determination is a jackpot win, the jackpot expectancy for the SP reach can be made higher than the jackpot expectancy for the N reach.
[0089] For example, if the execution probability of the SP reach is set to 4% when the jackpot determination result is a miss and 100% when the jackpot determination result is a jackpot win, and the execution probability of the SPSP reach is set to 2% when the jackpot determination result is a miss and 100% when the jackpot determination result is a jackpot win, the jackpot expectancy for the SPSP reach can be made higher than that for the SP reach. Thus, for an executable effect, by presetting the execution probability according to the result of the jackpot determination, the jackpot expectancy for that effect can be determined.
[0090] 8-3. Reserved Icon and the Said Icon During the storage of the special figure 1 reservation or the special figure 2 reservation, the pachinko gaming machine PY1 can display a reserved icon HA on the display unit 50a. The reserved icon HA is, for example, an icon image of "〇". Also, during the variable display of the special figure, the pachinko gaming machine PY1 can display the said icon TA on the display unit 50a. The said icon TA is, for example, the same icon image of "〇" as the reserved icon HA.
[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 special figure 1 reservations or the number of special figure 2 reservations. For example, when the number of special figure 1 reservations is "1", the reserved icon HA is displayed in the first display area 50d1, and when the number of special figure 1 reservations is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2. Note that both the number of special figure 1 reservations and the number of special figure 2 reservations may be displayed in the reserved icon display area 50d, or only one of the number of special figure 1 reservations and the number of special figure 2 reservations may be displayed. Also, the number of display areas constituting the reserved icon display area 50d can be changed as appropriate.
[0092] Also, in the lower part of the display unit 50a and in the vicinity of the hold icon display area 50d, the icon display area 50e is provided. As shown in FIG. 10(A), the icon display area 50e is composed of the icon display area 50e which consists of one display area. When the pachinko gaming machine PY1 starts the variable display of the special figure, the icon TA, which is the same as or different from the hold icon HA, is displayed in the icon display area 50e. In consideration of the game properties of the pachinko gaming machine PY1, the icon TA may not be displayed.
[0093] 8-3-1. Hold Performance The pachinko gaming machine PY1 is capable of performing a hold performance in response to a game ball winning the first start port 11 or the second start port 12. The hold performance is, for example, a performance in which the hold icon HA is displayed in the hold icon display area 50d, and functions as a performance for notifying the player of the number of holds in special figure 1 or special figure 2.
[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" in the pachinko gaming machine PY1, as shown in FIG. 10(B), the icon TA is displayed in the icon display area 50e. Also, for example, when two game balls win the first start port 11 during the variable display of the special figure in the pachinko gaming machine PY1, as shown in FIG. 10(C), hold icons HA are displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, notifying the player that the number of holds in special figure 1 is "2". Further, when the pachinko gaming machine PY1 starts a new variable display of the special figure while hold icons HA are displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, as shown in FIG. 10(D), the hold icon HA in the first display area 50d1 of the hold icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the hold icon HA in the second display area 50d2 of the hold icon display area 50d is moved to the first display area 50d1 and displayed, notifying the player that the number of holds in special figure 1 is "1".
[0095] 8-4. Advance Notice Performance The pachinko gaming machine PY1 can perform an advance notice performance at any timing in the special figure variation performance. The advance notice performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the board lamp 54, the on-board movable body 55k, the frame movable body 58k, the normal button 40, the special button 41, etc., and functions as a performance suggesting the possibility of a big win game being played.
[0096] 8-4-1. Movable Body Performance The pachinko gaming machine PY1 can perform a movable body performance using the on-board movable body 55k or the frame movable body 58k as an advance notice performance. The movable body performance is, for example, a performance in which the on-board movable body 55k or the frame movable body 58k operates.
[0097] The pachinko gaming machine PY1 performs a movable body performance at any timing (for example, the timing of developing from N reach to SP reach) in the special figure variation performance. Here, a movable body performance using the on-board movable body 55k is exemplified. As shown in FIG. 11(A), the movable body performance is a performance in which the on-board movable body 55k moves onto the display unit 50a. The pachinko gaming machine PY1 displays the effect image G4 in a space on the display unit 50a that does not overlap with the on-board movable body 55k in the movable body performance. After the movable body performance, as shown in FIG. 11(B), the on-board movable body 55k returns to the normal standby state (initial position), and the performance develops. FIG. 11(B) shows the case of developing to SPSP reach. Note that the movement of the on-board movable body 55k in the movable body performance can be changed as appropriate.
[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 (for example, during SP reach) in the special figure variation effect. Here, an operation effect using the normal button 40 is exemplified. In the operation effect, the pachinko gaming machine PY1 generates a period during which the pressing operation of the normal button 40 is valid (referred to as the "button operation valid period"), and along with the occurrence of this button operation valid 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 (that is, the pressing operation) (here, the character image of "pressable"), and an operation valid period remaining time image G33 representing the remaining time of the button operation valid period. The pachinko gaming machine PY1 terminates the button operation promotion effect and performs an operation result effect as shown in FIG. 12(B) in response to the normal button 40 being pressed during the button operation valid period or after the button operation valid period has elapsed without the normal button 40 being operated during the button operation valid period. FIG. 12(B) shows a case where a movable body effect in which the on-board movable body 55k operates is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.
[0100] 8-4-3. Prediction effect The pachinko gaming machine PY1 can perform a prediction effect based on a prediction determination as a notice effect. The prediction effect is, for example, an effect in which the hold icon HA changes, and functions as an effect to suggest the result of the jackpot determination in advance.
[0101] The pachinko gaming machine PY1 performs a pre-reading effect according to memorizing the reservation of Special Figure 1 or the reservation of Special Figure 2. Here, the pre-reading effect for the reservation of Special Figure 1 is exemplified. When a game ball enters the first start port 11, when the pachinko gaming machine PY1 memorizes the reservation of Special Figure 1, based on the result of the pre-reading determination for the reservation of Special Figure 1, as shown in Fig. 10(C), in the reservation icon display area 50d, instead of displaying an icon image of "〇" as the reservation 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, and the like. The reach determination is to determine whether to perform the above-mentioned reach effects (N-reach, SP-reach, SPSP-reach) during the variable display of the special figure. If the reach effect is to be performed, it is considered that there is a reach, and if the reach effect is not to be performed, it is considered that there is no reach. The game control microcomputer 101 can select any one of seven types of variation patterns, namely, "THP001" to "THP002", "THP011" to "THP013", and "THP021" to "THP022" as the variation pattern. The game control microcomputer 101 performs variable display of the first special figure or the second special figure in a variable display mode (variable display time) corresponding to the selected variation pattern. It should be noted that the type of variation pattern can be changed as appropriate.
[0108] Here, the roles of each variation pattern will be described. As described above, during the variable display of the special figure, a special figure variation effect is performed. In the special figure variation effect, an effect flow composed of one or more effects is executed, and each variation pattern is associated with the variable display time of the special figure and the effect flow executed in the special figure variation effect. For example, as shown in FIG. 14, "THP001" and "THP011" are associated with a variable display time of the special figure of 120,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a variable display time of the special figure of 100,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a variable display time of the special figure of 20,000 ms and an effect flow composed of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with an effect flow composed of only "normal variation" with a variable display time of the special figure of 13,000 ms or 2,000 ms. In this way, depending on the type of variation pattern selected by the game control microcomputer 101, the time of the special figure variation effect and the effects executed in the special figure variation effect are made different.
[0109] "THP001" is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SPSP reach", "THP001" is called "SPSP jackpot variation". Also, "THP002" is selected when the jackpot determination result is a jackpot win. Since the end of the production flow is "SP reach", "THP002" is called "SP jackpot variation". Also, "THP011" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SPSP reach", "THP011" is called "SPSP loss variation". Also, "THP012" is selected when the jackpot determination result is a loss. Since the end of the production flow is "SP reach", "THP012" is called "SP loss variation". Also, "THP013" is selected when the jackpot determination result is a loss. Since the end of the production flow is "N reach", "THP013" is called "N loss variation". Also, "THP021" and "THP022" are selected when the jackpot determination result is a loss. Since the end of the production flow is "normal variation", "THP021" and "THP022" are called "normal loss variation". Note that the selection ratio of the variation pattern can be set 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 prediction pattern based on the game state, the type of the start port, the result of the prediction determination, etc. The game control microcomputer 101 can select any one of three types of prediction patterns, "SHP001" to "SHP003", as the prediction pattern. Note that the type of the prediction pattern can be changed as appropriate.
[0112] Since "SHP001" is selected when the result of the prediction determination is a winning prediction, "SHP001" is referred to as the "big win prediction pattern". Also, since "SHP002" is selected when the result of the prediction determination is a non-winning prediction and the result of the variable pattern pre-determination is a variable pattern with a reach ("THP011" to "THP013"), "SHP002" is referred to as the "reach loss prediction pattern". Also, since "SHP003" is selected when the result of the prediction determination is a non-winning prediction and the result of the variable pattern pre-determination is a variable pattern without a reach ("THP021" to "THP022"), "SHP003" is referred to as the "normal loss prediction pattern".
[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 to select the types of the stop symbols of the first special symbol and the second special symbol. The figure shown in FIG. 16 is the symbol determination table 103c1.
[0114] As shown in FIG. 16, the game control microcomputer 101 selects the types of stop symbols in the first special figure and the second special figure based on the type of start port, the result of jackpot determination, etc. The game control microcomputer 101 can select any one of seven types of stop symbols, namely, "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "small win symbol", "losing A symbol", and "losing B symbol" as the type of stop symbol. The game control microcomputer 101 performs stop display of the first special figure or the second special figure in a manner corresponding to the selected stop symbol. Note that the types of stop symbols can be changed as appropriate.
[0115] Here, the roles of each stop symbol will be described. As described above, after the stop display of the special figure, there are cases where a jackpot game is played, a small win game is played, a time-saving state is entered, and a loss occurs without performing anything. There are four types of jackpot games ("jackpot game Wα", "jackpot game Xα", "jackpot game Yα", "jackpot game Zα"), one type of small win game, and two types of losses (the aforementioned specific loss and simple loss). Each stop symbol is associated with the type of jackpot game, the type of small win game, and the type of loss. For example, as shown in FIG. 16, the "jackpot Wα symbol" is associated with the "jackpot game Wα", the "jackpot Xα symbol" is associated with the "jackpot game Xα", the "jackpot Yα symbol" is associated with the "jackpot game Yα", the "jackpot Zα symbol" is associated with the "jackpot game Zα", the "small win symbol" is associated with the small win game, the "losing A symbol" is associated with a simple loss where nothing is done, and the "losing B symbol" is associated with the time-saving state. In this way, depending on the type of stop symbol selected by the game control microcomputer 101, the types of jackpot games, small win games, and types of losses (whether to enter the time-saving state) to be executed are made different.
[0116] Since the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are selected when a big hit game with a high probability state is to be played later, the "Big Hit Wα Symbol" and the "Big Hit Yα Symbol" are sometimes referred to as "probability-variable symbols". Also, since the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are determined when a big hit game with a normal probability state is to be played later, the "Big Hit Xα Symbol" and the "Big Hit Zα Symbol" are sometimes referred to as "normal symbols". Further, since the "Lose A Symbol" is determined in the case of a mere loss where nothing is done later, the "Lose A Symbol" is sometimes referred to as the "normal loss symbol". Also, since the "Lose B Symbol" is determined in the case of a specific loss where the time is shortened later, the "Lose B Symbol" is sometimes referred to as the "loss time-shortening symbol". Regarding the selection ratio of the stop symbols, it is possible to set them appropriately in consideration of the game characteristics 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 drawing commands are generated in relation to the operations of the first special drawing and the second special drawing. As special drawing commands, there are special drawing pattern change commands generated by determining the change pattern of the special drawing, special drawing stop symbol commands generated by determining the stop symbol of the special drawing, special drawing start commands generated by the start of variable display of the special drawing, special drawing confirmation commands generated by the stop display of the special drawing, and so on.
[0120] 9-3-3. General drawing commands General drawing commands are generated in relation to the operations of the general drawing. As general drawing commands, there are general drawing start commands generated by the start of variable display of the general drawing, general drawing confirmation commands generated by the stop display of the general drawing, and so on.
[0121] 9-3-4. Hold commands Hold commands are generated in relation to the increase or decrease in the number of holds for special drawing 1 hold, special drawing 2 hold, and general drawing hold. As hold commands, there are special drawing 1 hold increase commands generated by the increase in the number of special drawing 1 holds, special drawing 1 hold decrease commands generated by the decrease in the number of special drawing 1 holds, special drawing 2 hold increase commands generated by the increase in the number of special drawing 2 holds, special drawing 2 hold decrease commands generated by the decrease in the number of special drawing 2 holds, general drawing hold increase commands generated by the increase in the number of general drawing holds, general drawing hold decrease commands generated by the decrease in the number of general drawing holds, and so on.
[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 so on.
[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 so on.
[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 reduction command generated when the game state is the non-time reduction state, a time reduction command generated when the game state is the time reduction state, a big win command generated when the game state is the big win game state, etc.
[0126] 9-4. Effect control unit The effect control unit 120 includes an effect control microcomputer 121. The effect control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various effects (effect mode, special figure variation effect, held effect, preview effect, etc.). Further, the effect control microcomputer 121 includes an effect input unit 121a and an effect storage unit 121b. The effect input unit 121a inputs an effect command output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The effect 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 effects, a table for selecting a preview effect, etc., and effect data generated according to the execution of the effect.
[0127] Various effects are mainly executed based on the effect command and operation information input by the effect input unit 121a. The effect control microcomputer 121 uses the processing program, table, effect data, etc. stored in the effect storage unit 121b to execute various effects.
[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 pattern 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-saving 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 of "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 of "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 "pre-reading non-winning", 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 "immediate 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 be used in combination.
[0140] Next, with reference to FIGS. 20 to 21, the presentation modes that can be set by the presentation control microcomputer 121 will be described. In addition to the "normal presentation mode" and the "time-saving presentation mode", the presentation control microcomputer 121 can set the following presentation modes.
[0141] M-A. Notification presentation mode The "notification presentation mode" is a presentation mode that can be set in the "high-probability high-base game state", and is a presentation mode in which the "notification presentation" described later may be performed.
[0142] M-B. Non-notification presentation mode The "non-notification presentation mode" is a presentation mode that can be set in the "high-probability high-base game state", and is a presentation mode in which the "notification presentation" described later is not performed.
[0143] M-C. Jackpot presentation mode The "jackpot presentation mode" is a presentation mode set in the jackpot game state, and is a presentation mode in which the "mode selection presentation" and the "collation presentation" described later are performed.
[0144] FIG. 20 is a diagram showing an example of transition of the presentation mode. As shown in FIG. 20, the "normal presentation mode" is set in the initial state, and when the short-time presentation end condition (for example, variable display of 100 special diagrams) is satisfied in the "short-time presentation mode", it transitions from the "short-time presentation mode". The "short-time presentation mode" transitions from the "big win presentation mode" when "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 "big win game Wα" ends. The "big win presentation mode" transitions from any of the "normal presentation mode", the "short-time 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 "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", it 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 "big win game Wα" is performed, and functions as a presentation for the player to select the presentation mode. The "mode selection presentation" is performed in the "ending presentation" after the end of "big win game Wα".
[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 it becomes the presentation mode of 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 Performance", 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 Performance" ends.
[0150] Then, when the "Ending Performance" 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 Performance" ends.
[0151] FIG. 22 is a diagram showing how the "Verification Performance" is performed. The "Verification Performance" is a performance that is performed only when the "Notification Performance" is performed in the special figure variation performance during the setting of the "Notification Performance Mode", and functions as a performance suggesting that the "Notification Performance" has been performed. The "Verification Performance" is performed in the "Opening Performance" of the "Big Hit Performance 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, in parallel with the display of the opening image G107, a "collation effect" is performed.
[0153] In the "collation effect", when the "notification effect" is performed during the setting of the "notification effect mode", collation images G700a, G700b, 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 effect that can be executed 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-shortened variation The "ultra-shortened 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, EZ3 are variably displayed. Since the "ultra-shortened 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. Premiere effect The "Premiere 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 "Premiere 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 are displayed as non-winning symbols.
[0161] S-C-2. Miniature Character Presentation "Miniature Character Presentation" is a type of "Notification Presentation", which is a preview presentation where a small protagonist character is displayed in the lower right corner of the display unit 50a.
[0162] S-C-3. Monochrome Presentation "Monochrome Presentation" is a type of "Notification Presentation", which is a preview presentation where the background image displayed on the display unit 50a is shown in monochrome.
[0163] Next, the "Chance Presentation" and "Premier Presentation" will be specifically described. In the special figure variation presentations described below, the display of the hold icon HA is also carried out in parallel, but the illustration of the hold icon HA may be omitted.
[0164] The presentation control microcomputer 121 can execute the "Chance Presentation" in the special figure variation presentation corresponding to the variable display of the special figure that is digested immediately before the retention 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 Presentation Mode" or the "Non-Notification Presentation Mode" is set as the presentation mode. In the special figure variation presentation corresponding to the variable display of the special figure that is digested immediately before the retention of special figure 2 with the preview pattern being the "instant jackpot preview pattern", the "Chance Presentation" and the "Premier Presentation" can be executed.
[0165] As shown in FIG. 23, a preview presentation selection table 123a1 is stored in the presentation memory section 121b of the presentation control microcomputer 121. The presentation control microcomputer 121 can use the preview presentation selection table 123a1 to select whether to execute the "Chance Presentation" and the "Premier Presentation", and if the "Chance Presentation" and the "Premier Presentation" are to be executed, which of the "Chance Presentation" and the "Premier Presentation" 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 special figure 2 hold of 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 special figure 2 hold of 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 target special figure 2 hold 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 starts, the special figure fluctuation performance starts accordingly. 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 positions that become the winning positions (here, the winning positions 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 to be digested next may be a hold with a high probability of a big win by the fact that the performance symbols EZ1, EZ2, and EZ3 stop displaying at the scattered positions of the winning positions 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 starts, the special figure fluctuation performance starts accordingly. When the fluctuation pattern is the "immediate big win fluctuation", as shown in Fig. 25(C), the performance symbols EZ1, EZ2, and EZ3 stop displaying in a manner indicating a big win (here, the triple "5·5·5"). On the other hand, when the fluctuation pattern is the "immediate loss fluctuation", as shown in Fig. 25(D), the performance symbols EZ1, EZ2, and EZ3 stop displaying in a manner indicating a loss (here, the scattered position of "2·5·3"). In the first embodiment, the performance symbols EZ1, EZ2, and EZ3 stop displaying at the scattered positions of the winning positions 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 positions of the winning positions.
[0175] Figs. 26(A) to 26(C) are diagrams showing the state in which the "premium performance" is carried out. Here, the case where the fluctuation 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 "immediate loss fluctuation" 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 manner 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 which one of the "special eye performance", "mini character performance", and "monochrome performance" to execute when the "announcement performance" is executed.
[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 in the special figure variation 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 being the "immediate big win prediction pattern".
[0185] Figs. 27(A) to 27(C) are diagrams showing how the "special target effect" as the "notification effect" is performed. Here, an example is given of 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 target special figure hold is "immediate losing variation".
[0186] During the setting of the "notification effect 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 effect starts, and as shown in Fig. 27(A), the effect 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 "special target effect" is performed.
[0187] In the "special target effect", as shown in Fig. 27(B), in synchronization with the stop display of the special figure, the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed at the reach losing positions (here, the reach losing positions of "2·1·2"). At this time, different from the "chance effect", 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 effect symbols EZ1, EZ2, and EZ3 being stopped and displayed at the reach losing positions. In the first embodiment, the reach losing positions are stopped and displayed only when the "notification effect mode" is set, but the reach losing positions may also be stopped and displayed when the "non-notification effect mode" is set.
[0188] Then, when the variable display of the special figure corresponding to the target special figure hold starts, accordingly, the special figure variation effect starts, and as shown in Fig. 27(C), the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner indicating a big win (here, the triple "5·5·5").
[0189] Figs. 28(A) to 28(C) are diagrams showing how the "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 "immediate losing 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, 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 "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, 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, and for a predetermined time (for example, 0.5 seconds), the protagonist character image G200 representing the protagonist character is displayed at the lower left part of the display unit 50a. The player can know that the next special figure hold to be digested is a big win by the display of the protagonist character image G200.
[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, and EZ3 are stopped and displayed in a manner indicating a big win (here, the triple pattern of "5·5·5").
[0193] Figs. 29(A) to 29(C) are diagrams showing how the "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 "immediate losing 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 to be 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 background image changing 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 manner 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 the "chance presentation" and "premier presentation" and in 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", so that the scale of the presentation in the "notification presentation" is reduced. Or, the same character can be made displayable in the "chance presentation" and "premier presentation" and in 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", so that the scale of the presentation in the "notification presentation" is reduced. 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 "premium 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 memorized. On the other hand, in the "non - notification performance mode", only the "premium performance" is executed as a preview performance suggesting that the special figure 2 reservation in which the jackpot game will be played is memorized. 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 memorized, 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 memorized.
[0201] <Effect 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. On the other hand, when the "chance performance" or the "premium 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, by the "collation performance", even when a performance with a small scale is performed, the player can be easily informed of that fact, 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 performed in the "non-notification performance mode" is carried out, a "verification performance" suggesting that fact is carried out. Therefore, the "verification performance" can easily inform the player that a valuable performance has been carried out, 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" suggesting that a jackpot game is carried out is carried out, a "verification performance" suggesting that fact is carried out. 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) suggesting that a jackpot game is carried out is carried out, a "verification performance" suggesting that fact is carried out. On the other hand, during the setting of the "non-notification performance mode", even if a preview performance (premium performance) suggesting that a jackpot game is carried out is carried out, a "verification performance" suggesting that fact is not carried out. 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 carried out as a preview performance suggesting that a jackpot game is carried out, a "verification performance" suggesting that fact is carried out. On the other hand, when a "premium performance" is carried out as a preview performance suggesting that a jackpot game is carried out, a "verification performance" suggesting that fact is not carried out. 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", in addition to the "premium performance", a "notification performance" is also carried out as a preview performance suggesting that a jackpot game is carried out. Therefore, by setting the "notification performance mode", the execution probability of the preview performance suggesting that a jackpot game is carried out can be increased, and it is possible to enhance the interest of the game.
[0209] (8) During the setting of the "non-notification performance mode", since the "notification performance" which suggests that a big win game is being played is not performed, in the "non-notification performance mode", the "matching performance" by the execution of the "notification performance" is not performed, so it is possible to prevent the "matching performance" from being performed excessively, and it is possible to 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 embodiments 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 "notification performance" are executed based on the preview pattern, but they may be executed based on the variation pattern. In this case, it is possible to suggest that there is a possibility that the stop symbol of the special figure during variable display stops and displays as a symbol indicating a big win by any of the "chance performance", "premium performance", and "notification performance", and it is possible to enhance the interest of the game.
[0212] Also, in the first embodiment, the "chance performance", "premium performance", and "notification 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 "notification performance" may be executed. In this case, it is possible to suggest that the "high-probability high-base game state" will occur after the big win game by any of the "chance performance", "premium performance", and "notification performance", 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, a smart pachinko machine (regulated gaming machine), etc.
[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, expressions, and reference numerals used in the drawings of the corresponding configurations in the embodiments for carrying out the aforementioned invention are appended in parentheses for reference. However, the elements such as the means constituting each invention are not limited to this appendix. Note that Invention A is a general term for the following 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 bringing the gaming machine into a special gaming state (big win gaming state, high probability state, time-saving state) advantageous to the player, and presentation execution means (gaming control microcomputer 121) for executing presentations. The presentation execution means is capable of executing a pre-announcement presentation (chance presentation, premium presentation, notification presentation) suggesting the possibility of entering the special gaming state, and may execute a post-presentation (collation presentation) suggesting that the pre-announcement presentation has been executed. The pre-announcement presentation includes a first pre-announcement presentation (notification presentation) and a second pre-announcement presentation (chance presentation, premium presentation). When the first pre-announcement presentation is executed, the post-presentation may be executed. On the other hand, when the second pre-announcement presentation is executed, the post-presentation is not executed. It is characterized by this.
[0225] The gaming machine according to Invention A2 is a gaming machine according to Invention A1, wherein the first pre-announcement presentation is smaller in scale than the second pre-announcement presentation. It is characterized by this.
[0226] The gaming machine according to Invention A3 is a gaming machine according to Invention A1 or Invention A2, wherein the presentation 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 a game state control means (game control main microcomputer 101) capable of bringing the player into a special game state (big win game state, high - probability state, time - shortening state), and an 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 the occurrence of the special game state. 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, wherein the specific preview effect includes a first preview effect (notification effect) and a second preview effect (premiere effect). When the first preview effect is executed when the first effect mode is set, the post - effect is executed. On the other hand, when the second preview effect is executed, the post - effect is not executed. It 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 effect is smaller in scale than the second pre-announcement effect. It is characterized by the following.
[0230] The gaming machine according to Invention C1 is provided with gaming state control means (game control main microcomputer 101) capable of bringing the player into a special gaming state (big win gaming state, high probability state, time-saving state) advantageous to the player, and effect execution means (effect control microcomputer 121) for executing an effect. The effect execution means is capable of executing a specific pre-announcement effect (notification effect, premium effect) suggesting the transition to the special gaming state, and is capable of setting a specific effect mode (notification effect mode) in which the execution probability of the specific pre-announcement effect is improved. When the specific pre-announcement effect is executed while the specific effect mode is set, it is possible to execute a post-effect (collation effect) suggesting the execution of the specific pre-announcement effect. It 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 effect includes a first pre-announcement effect (notification effect) and a second pre-announcement effect (premium effect). The specific effect mode is an effect mode in which the execution probability of the first pre-announcement effect among the first pre-announcement effect and the second pre-announcement effect is improved. It 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 effect is not executed when the specific effect mode is not set. It is characterized by the following.
Description of Signs
[0233] 101…Microcomputer for game control 121…Microcomputer for effect control 103b2…Pre-reading A determination table 123a1…Preview effect selection table 123a2…Notification effect selection table
Claims
【Claim 1】 Game state control means capable of bringing the game into a special game state advantageous to the player, Presentation execution means for executing a presentation, and Presentation execution means for executing a presentation, comprising: The presentation execution means is capable of executing a pre-announcement presentation suggesting that there is a possibility of entering the special game state, may execute a post-announcement presentation suggesting that the pre-announcement presentation has been executed, the pre-announcement presentation includes a first pre-announcement presentation and a second pre-announcement presentation, when the first pre-announcement presentation is executed, the post-announcement presentation may be executed, A gaming machine characterized by the above.
Citation Information
Patent Citations
Pinball game machine
JP2017131646A